I've managed to move code around and optimising functions further for example getting rid of jumps and letting them fall through to the next function or replacing 2 LDA and 2 STA with 2 LDX and 1 STX etc. and have gained enough to smooth out the ropeChrisB wrote: ↑Wed Mar 08, 2023 7:27 am A "quick fix" might be to reduce the screen height slightly. The trees are just a solid block of colour and removing one line from them would not change the look very much - but would give you 600+ bytes per line. It's bit of a pain to reorganise the various plotting routines this late in the development cycle.
Just checked the code and yes I've only catered for the x-axis, so that will need fixingCybershark wrote: ↑Wed Mar 08, 2023 11:52 am Played through quite a way - moving east - and scooped up several treasures. The only other surprising thing that I noted was that I shouldn't have been able to pick one of them up, as it was on the surface level and I was walking under it at the time. Do you only perform a check in the X-axis?
Don't think I can optimise anymore without either reducing the screen size or changing the sprites (which I think is two late in the process)
but I have 147 bytes to play with for the joystick and treasure bug
Code: Select all
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Bytes Used : &2FD8
Bytes Free : &93
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NB Bytes Free before paged aligned sprite mask storage : &3
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