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PostPosted: Tue Nov 21, 2017 1:29 pm 
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Joined: Tue May 28, 2013 5:49 am
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Location: Sweden
I have variables used for my sound routine on it's own dedicated page because they are too many to fit in ZP. Other variables are on ZP though, and I have yet to run out of ZP. First part of ZP is dedicated to general purpose variables and pointers. I don't think a lot of stack is used either so I reserve more than half of page 1 for VRAM buffering. This leaves 4 pages for arrays and anything else. I planned to use page 7 as a high score table and I skip clearing it if a RESET is detected.


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PostPosted: Tue Nov 21, 2017 7:18 pm 
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Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3152
Location: Nacogdoches, Texas
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I'm not particularly fond of the background, but those explosions look great for an NES!

DRW wrote:
did anybody ever actually run out of RAM space on the NES? You have 2048 bytes

On the SNES, my sprite table alone takes 6KB. :lol:

About the C64 vs the NES, if the C64 didn't have double-wide pixels, I'd say it's the indisputable winner graphically. Add one more sound channel, and it's the same deal with audio. I think it's fair to say the C64 is weaker than the NES, but it gives it a run for its money, because frankly, I think it's just designed better. Same story with the SNES vs Genesis; with how much shit they piled on the SNES, having twice the ram and two video processors, there shouldn't even be a debate as to which one is better.


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