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ZXodus][Engine
#12
cheveron Wrote:
LCD Wrote:Sounds good. Can it be also used with disabled Multicolor?
The whole engine is built around the multi-color display. If you don't want multicolor then you're probably better off using a different engine.
My intention was to save memory as tiles in Multicolor mode take almost twice bytes in comparsion with the normal. Also running the games on other Spectrum modells than +2B (which I do not own) is something I want. There are Pentagon, ZS Scorpion, Chrome and other clones.
cheveron Wrote:
Quote:We are currently working here on Journey`s End II and the biggest problem is the available memory, even after replacing PRINT with my custom printing routine. We only have 10 kb left...
What kind of text compression are you using?
There is only little amount of text, so no text compression is used after all, but if, then I will write dictionary type of text compression with on-fly unpacking, so "Prepare for attack" will be divided inty byte sequences, some representing multiple letters: "P re pa re/space/f or/space/a t ta ck": 12 bytes, while original has 18. Print was used for characters, fonts, etc, but its runtime is too big.
cheveron Wrote:
Quote:But if 128K is supported, our next RPG will use ZXodus Engine.
All the game data is stored in banked RAM and the ZXodus][Engine fetches it on demand, so that leaves most of bank 2 available for the game logic.
This sounds good. When will it be released? Is there documentation of all features online?
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