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Post by AndyJF on Oct 1, 2019 15:27:52 GMT
Hopefully this isn't another dumb question! Why, when you set adventure specialty does it hide the next available memory address?
I've had a search of the forums but can't see anything relating to this. Thanks.
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Post by alessandro on Oct 1, 2019 16:07:58 GMT
Hi Andy, yes I noticed the same fact; I created some games as adventures and could not help wondering why it is so. It's no dumb question at all The manual says that "At the end of the game is an area of 300 bytes used for the particle engine should you decide to employ lasers, vapour trails or explosions. This buffer does not exist in the puzzle or effects engines". In fact I employed that area after the main code to include custom sound effects, music etc. for games created also with the adventure specialization. For them, I had to calculate the first free memory address myself by adding the length of the game code to its initial address plus one. E.g. if the game code begins at 31000 and is long 15000 bytes, the first free byte is located at 31000+15000+1 = 46001. (If it was an effects specialized game that would be 46301.) Maybe Jonathan himself could help shed some light on this?
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Post by AndyJF on Oct 1, 2019 16:10:34 GMT
Thanks!
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