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you might do what I am doing with my Pokemon game.I currently have over 10k bytes of sprites so far (still increasing)I have it stored as an archived app variable.I know it is a pain making people to have more than one thing in their memory, but it can be a life saver.
Hmmmm that does pose an interesting problem. Basically you are needing all 100% of code and data present to be stored in the App itself?
Quote from: Happybobjr on April 06, 2011, 10:26:35 pmyou might do what I am doing with my Pokemon game.I currently have over 10k bytes of sprites so far (still increasing)I have it stored as an archived app variable.I know it is a pain making people to have more than one thing in their memory, but it can be a life saver.Accessing files like appvars is difficult considering that all RAM from 0x8000-0xBFFF is inaccessible, and most OS routines are not able to be used.
You can't use files if you are using an app!???If yes. Oh S*it
Hmm...How much of the drilling animation could be reused? Right now, it seems to be size over speed for them, so having them as several subroutines (esp. particles and such) might decrease the space. Can you do sprite flipping, to shave it to 2000 bytes?Just some random thoughts.
Hmm....What about having no change in the player sprite, just some particle effects? Dirt flying, etc. should only take one animation, with several particles, but they behave in the same way, falling in an exponential curve downward over the dirt chunks. The digging itself is also only one process, not three. No idea how big they would all be, though
Hm. A couple of sprites (3-4?) could show the motion pretty accurately. It would be choppy when starting and stopping though, but it would give more depth to the game IMHO.