EvoMikeUK Posted September 26 Share Posted September 26 (edited) Hello, I know this has been addressed before a few years ago, but are we any closer to a 128kb kernel, I know we can go to 64kb on batari but 128kb would be next level? Edited September 26 by EvoMikeUK Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted September 26 Share Posted September 26 Beyond that, an actual 128kb+ banking kernel would require someone to develop a new bank-switching system and integrate it into the bBasic compiler. I'm currently working on the compiler, but my focus is on other things. 4 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 26 Share Posted September 26 From what I understand, bB encodes the return bank with the return address for a gosub, taking advantage of the limited address range of the high bit. There is not enough unused address space to encode the return bank for the 32 banks required for a 128K game, so such an addition would require some work under the hood for bB, which isn't something anyone wants to take on at the moment. The framework by RevEng that @splendidnutlinked to is a way around this limitation, but you have to manage your own jumps between banks. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 26 Share Posted September 26 Yeah, the multi kernel framework has long supported up to 256k ROM even with SuperShip RAM. There are challenges: * Each 4k must be compiled separately and joined via the command line manually. * Since each 4k is a separate game you get the same storage size limitations as a 4k game. Usually in multi bank games bB stashes many things in the last bank making other banks seem roomier. * You cannot mix and match kernel options. So, no standard kernel in one bank and multi sprite in another. * You will need to find out for yourself whether a particular mini kernel works well with the multi kernel framework This is seldom explored territory. * VisualbB seems to have trouble loading/displaying/organizing MKF projects with more than 8 banks. Not sure how Atari Dev Studio handles MKF projects. UPDATE: To be clear these are personal experiences and not complaints. The multi kernel framework is for power users. Everything is a tradeoff with 2600 game making. 1 Quote Link to comment Share on other sites More sharing options...
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