Nothing new code wise this time, but something necessary: Packing.
The normal file now hits the 40Kb mark, and it's slowly getting too big to simply load. Remember the memory layout?
There is free memory from 2048 to 49151. Above that address the Basic and Kernal are overlayed over RAM. And both are active by default when loading.
Here comes Exomizer to the rescue. It's a cross plattform packer tool targetting old computers with little memory. It compiles code parts, unpacks them to specific memory locations and even takes care of the ROM/RAM settings. Terrific!
In the .zip file there's the executable and a changed .c64 project file. In C64 Studio you'll now find a new build config "Default Crunched". This builds the file as normal and as a post build step calls Exomizer:
$(BuildTargetPath)/exomizer sfx 2064 $(BuildTargetFilename) -t64 -n -o $(BuildTargetPath)/gamecrunched.bin
..and copies over to the original output file name:
copy $(BuildTargetPath)\gamecrunched.bin $(BuildTargetPath)\jmain.prg /Y
The latter step allows us to still debug through the code as usual, since C64 Studio starts the file with the name given in the !to directive.
step73.zip
Previous Step Next Step
🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Previous Entry
A C64 Game - Step 72
Next Entry
A C64 Game - Step 74
Advertisement
Latest Entries
A Windows Store Story - Part #5
2615 views
A Windows Store Story - Part #4
6962 views
A Windows Store Story - Part #3
2886 views
A Windows Store Story - Part #2
2789 views
A Windows Store Story
4840 views
Week of Awesome V - Day #6
2673 views
Week of Awesome V - Day #5
2652 views
Week of Awesome V - Day #4
2744 views
Week of Awesome V - Day #3
2333 views
Week of Awesome V
3277 views
Advertisement