17th August 2009
Today, Andrew passed me another .D64 with the Up in the Air prohject graphics. This time yet more great sprites, and a new version of level 6, which I could implement into the game's code later on this week. Anyway, I loaded up the sprites. So many of them, in fact too many of those. It did not put me off though. I decided to relocate the graphics data and use BANK 2 instead of BANK 1, as that way it would make things much easier for me, as the sprites overlapped if loaded at $2000. So now the game source has changed its memory. Here's what we have so far:
$0800-$1000 - Spare memory (That could possibly be used for extra variables, or maybe additional code for the title screen.
$1000-$2400 - The music (Although if the music is larger, as some music editors players like DMC, I could expand it more, otherwise, I could add the exomizer decrunch code in this place)
$2400-$2800 - Decrunched screen data
$2800-$2c00 - Decrunched screen colour data
$2C00 - $4000 - Spare memory, maybe for crunched screen data and exomizer decruncher
$4000 - $7300 - Game sprites data (Bank #$02). Wayne filled a lot of memory with various sprites. Perhaps he got carried away here. Heheheh. Still not to worry, that's where I have placed them.
$7400-$7800 - That will be for the actual screen used!
$7800-$8000 - Game charset
$8000-$C000 - Game code. I am not too sure how big the game code will be, but I have switched the Kernal off by setting #$35 at $01. Which hopefully means I can add further code here. Good eh?
$C800-$CC00 - Title screen logo colour RAM data
$CC00-$D000 - Title screen logo video RAM data
$E000- $FF70 - Title screen bitmap data.
Sadly I did not get round to doing the randomizing of data, scoring, etc but I can continue with that later on this week. So stay tuned. :o) Okay. Now for a can of Foster's lager and a spot of C64 gaming! :o) Oooh, nice!