After reading this thread: viewtopic.php?f=10&t=11151
We ended up porting our ASM3 project to ca65 using this example, and lately I've been trying to figure out what it takes to make the step from a simple NROM game to something larger that requires bank management. While trying to figure out what that would look like, I noticed this:
Is it going to cause problems once I have more than 16kb of code and data? Like, if I have a big lookup table that starts in the first 16kb and spills in to the next, is it going to have problems when I read across that boundary?
We ended up porting our ASM3 project to ca65 using this example, and lately I've been trying to figure out what it takes to make the step from a simple NROM game to something larger that requires bank management. While trying to figure out what that would look like, I noticed this:
Code:
; 32k block for PRG in CFG
PRG: start = $8000, size = $8000, type = ro, file = %O, fill = yes, fillval = $00;
PRG: start = $8000, size = $8000, type = ro, file = %O, fill = yes, fillval = $00;
Code:
; NES Header specifies 2 16k PRG banks
.segment "HEADER"
; <snipped>
.byte $02 ; 16k PRG bank count
.segment "HEADER"
; <snipped>
.byte $02 ; 16k PRG bank count
Is it going to cause problems once I have more than 16kb of code and data? Like, if I have a big lookup table that starts in the first 16kb and spills in to the next, is it going to have problems when I read across that boundary?