johannesmutlu Posted May 30, 2021 Share Posted May 30, 2021 Somebody reviewed luchtenstein 3D demo(wich is in reality a cover up of wolf3D) running on the lynx,while it has only 2 levels,but it does show what the lynx is capable off, HOWEVER, he did mention that bigger levels aren’t possible on the lynx due it’s limited ram, but i was thinking, how about deviding giant levels into sections of 32KB by refreshing the ram halfway trough once you reached a certain point section in a level and then load the second section of it and so forth, now to avoid that your progression in the first section of a level get’s lost,the game should remember your first section by storing it into it’s own ram, the same means to section 2 and so on,and when you walk to the first section into a level , then it should reload in the first section of that level by erasing the second section of it,and so it,so the game must be also capable to switch back and forth into the first and second section etc,,, of a level while still (temperatury) remembering your progress,this way we might be able to overcome that 64KB limitation of the lynx by adding virtual work ram into the game, so if a wolf3D is 256KB big in size,it should be slit into sections of (let’s say) 6 including your prgress data and then keeping exchanging that data from 64KB work ram of the lynx, this way we could in theory create larger more biggers levels then what the atari lynx is normally allowed us to do?,just may,i believe that games such as super mario 3 on nes works similar that way trough the mmc3 chip wich contains 8KB of extra ram above the nes’ses 2KB of ram in order to exchange & swap data in and out on the fly from 8KB into the 2KB work ram, in order to get around that 2KB limit, i suppose?? 1 Quote Link to comment Share on other sites More sharing options...
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