Weird topic will everyone says. Since a lot of people brings topics back those days for some reason, I'll too.
I finished completely the game engine for my curent project, only design "data" part is left (exept code to move enemies, which is proper to enemies themselves). I only use about half of BSS RAM and 2/3 of zero-page RAM for now, and I find it's a shame to not use it to its full potential.
I guess I'd do anything to save ROM since I have about 16k of code and a couple of k for data right now, I'd like to have as much data fit the remaining 16k (I'll design the game in those limit tough). I guess I'd like to copress something or something like this, so that less bytes of ROM and more bytes of RAM are used. I don't have any idea yet, all my maps are RLE compressed and are decompressed in RAM already. All objects have a ton of variables at their disposal (most of time not all of them are used), and are done in an object-oriented fashion.
Something that takes an insane amount of ROM space are sprite definitions, where 3 bytes are needed per sprite per animation frame for each enemy, plus pointers that goes with it. I haven't any idea to improve here without adding drastical limits to the sprites themselves, which I want to avoid.
Of course I'd still leave some room for what is up to come (cutscenes, etc...), but I'd like to have a way to use all this free RAM efficiently, cause only $200-$580 and $00-$90 are used right now. This leaves $90-$1df and $580-$7ff to be used for other/better use.
I finished completely the game engine for my curent project, only design "data" part is left (exept code to move enemies, which is proper to enemies themselves). I only use about half of BSS RAM and 2/3 of zero-page RAM for now, and I find it's a shame to not use it to its full potential.
I guess I'd do anything to save ROM since I have about 16k of code and a couple of k for data right now, I'd like to have as much data fit the remaining 16k (I'll design the game in those limit tough). I guess I'd like to copress something or something like this, so that less bytes of ROM and more bytes of RAM are used. I don't have any idea yet, all my maps are RLE compressed and are decompressed in RAM already. All objects have a ton of variables at their disposal (most of time not all of them are used), and are done in an object-oriented fashion.
Something that takes an insane amount of ROM space are sprite definitions, where 3 bytes are needed per sprite per animation frame for each enemy, plus pointers that goes with it. I haven't any idea to improve here without adding drastical limits to the sprites themselves, which I want to avoid.
Of course I'd still leave some room for what is up to come (cutscenes, etc...), but I'd like to have a way to use all this free RAM efficiently, cause only $200-$580 and $00-$90 are used right now. This leaves $90-$1df and $580-$7ff to be used for other/better use.