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Originally Posted by mcgeezer
Here's my current memory map.
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I think I would pack all the initialised data (graphics assets, music, etc.) tightly at the beginning of the memory space. Then manage the remaining, uninitialised space, with internal alloc/dealloc routines.
The deallocation could be really simple, like remembering the memory pointer at the beginning of the game's main loop and then restoring it when leaving the main loop again.
Moving the uninitialised space to the end of your program also makes the file much smaller. You don't have to store that part.
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I keep all of the assets compressed which then unpack to chip ram. I think a good compromise for the game would be full load if the target has a 1/2 meg expansion but if it's a stock Amiga A500 then it'll be track loading the levels.
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Yes. That's always a good last option.