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Post by egotrip on Aug 22, 2013 14:12:13 GMT
I have some more suggestions.
Firstly, can you have individual scripts that you can create as normal events, and execute using for example, SCRIPTA/SCRIPTB etc commands. I've found I've been typing the same routine multiple times, and this will save on memory.
Also, some better logic, AND, OR would be great, again it is more efficient.
More Sprite types please. 7 is very limiting. And maybe more custom block types too (to use CUSTOMA, CUSTOMB etc).
How about a flip sprite routine? (not essential though) This can save more memory by halving some sprite images. (to use HFLIPON, HFLIPOFF, VFLIPON, VFLIPOFF perhaps?)
Thanks.
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Post by egotrip on Aug 22, 2013 17:51:05 GMT
One other thing, is it possible to select the image for objects from a pool like the sprites, instead of having a unique image for each object? This can really eat up memory if I want multiple one-time collectables and they all have the same image, and sprites are unsuitable due to their respawning.
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Post by egotrip on Sept 1, 2013 0:14:16 GMT
Is it possible to pass a variable to an ASM command, ie ASM H, as I have a variable which contains an identifier for a room, which also is the same as the BORDER and the INK colour. This would save a lot of memory by only having to type the ASM colour switching routine once instead of for each colour change.
Just to clarify the above logic request, NOT is also needed.
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Post by egotrip on Sept 4, 2013 13:01:40 GMT
As scores, lives etc are almost always displayed at the same location on the HUD, would it not be better if you could set up the x/y pos of where they are displayed in the game creation event, and the game uses that so you dont have to keep setting the column and line when you display them?
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Post by Jonathan Cauldwell on Sept 4, 2013 20:32:21 GMT
Is it possible to pass a variable to an ASM command, ie ASM H, as I have a variable which contains an identifier for a room, which also is the same as the BORDER and the INK colour. This would save a lot of memory by only having to type the ASM colour switching routine once instead of for each colour change. LET H=H will put the variable H in the accumulator so you can then make use of it with ASM commands if you wish. While it's much easier to use BORDER H, this code will change the border to the colour in H: LET H=H ASM 71 ASM 79 ASM 205 ASM 56 ASM 188
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Post by egotrip on Sept 6, 2013 17:21:54 GMT
Thanks, I already use BORDER H its just the ASM I was wondering about.
Do you have any idea when the next CPC build will be released?
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Post by egotrip on Sept 18, 2013 23:15:59 GMT
Are you using firmware for the joystick routines? If so, surely it would be easy to switch the routine with a keyboard routine, which you can use the key numbers in the CPC manual after the KEY command. Keyboard control really does need to be an option.
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