PixRuss Posted April 12, 2022 Share Posted April 12, 2022 Hey guys, Last night while working some more on Night Watch at Wilford's, I ran into an issue where bank 4 in my program (16k btw) kept filling up and getting overloaded. The game uses relatively high-res playfield graphics (pfheight = 1; stored in ROM) and will likely have a good variety of sprites when it's finished, so the fact that this is happening shouldn't bee all that shocking. I am considering dropping the playfield resolution a tad to save space, but even then I'm not sure if that will totally solve the problem or even sell the effect I'm aiming for with the graphics. Is there any way to let surplus graphics data onto other banks of the program, or to direct the program to store it on a different bank? Any asm code or kernel hacks I can do? (Keep in mind I know nothing about assembly) Any other tips or tricks? Thanks! Quote Link to comment Share on other sites More sharing options...
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