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Posted By

Csabo
on 2022-04-15
16:03:49
 Re: Memory layout in games

This is trickier, I guess I can only chime in with my example: Domino Deluxe does some automatic disk load/save for the highscores. For this, and only this, the code uses the KERNAL. (With proper error handling! If you don't have a disk in the drive, or it's full or write protected, the error is cleared up so that the drive won't blink indefinitely... Arrgh, that's one of my pet peeves, the vast majority of stuff doesn't do this properly.) For that part, the music's volume is lowered, and ROM is banked in.

For me, compatibility (nearly) trumps everything else, which is why I avoid fast-loaders and fast-savers. (For something like high scores, you wouldn't need tham anyway.) The KERNAL always works, end of story. On the other hand, I haven't really worked on anything that requires very extensive loading, so others can probably offer better insight. (Off topic: CD5 is the most compatible megademo on Plus/4, bar none... PAL/NTSC, can be started from any part, can be run as single parts, uses disk turbos only when properly detected, even loads from tape, etc.)


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