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 Luca on 2020-03-31 18:29:34
 | Re: Atic Atac
Stinaris if you still have to look under $1001...you still have a lot of memory to use! In order to stuff all that code into 2048 Octaluxe, I had to use almost all the zeropage and the main slice of the stack, once I calculated which was the maximum stack used by the worse longer routine of the game. And more: the two $18 long areas at $07E8 and $0FE8, the $0600-$06FF area, and still most of the resting memory. In my case, I had to preserve all the locations used by KERNEL in order to load/save records. Another good technique is to 'destroy' all the initial setting code, if you have some: execute the code you won't need after the first run in a memory zone where it can be swept away. Also, you can use "very hard" memory zones under $0800 by saving code into the screen area $0800-$0FE7, and copy those ones by in the indexed respective ares at very first run, before starting anuthing of the game settings: the screen area will be cleaned and set later on in the beginning of the game 
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