![]() So the current total being loaded into chip ram is 395kb, which you would think leaves enough room for at least another enemy? Not so. In addition the following is loaded into slow ram: For example I now know that the cat on the bin took up nearly 1kb as it was 6 tiles big. So we can start to plan how we use up the memory and also prioritise the things that are most important. I have also worked out the following from looking at the buld.log output from Scorpion and then adding a new tile and a new frame:ġ x frame of animation for Player or enemy avg is 2.48kbĪlso 1 frame of Bolo punching is approx 4kb as it is wider ![]() So before we even start to load any graphics that is 145,200kb of our 512kb chip ram used up. The Display (5 bitplanes x2 buffers) = 115,200kb ![]() So here is some info I have gathered along with help from Earok and EAB members: To reiterate we have 512kb of chipram to load everythng we need at any one time (Slow ram is only useful for swapping things in and out without having to do any disk loading). In my quest to squeeze as much of the arcade Double Dragon into the Amiga 500 + 512kb slow ram, I am now carefully planning how much memory each little bit is taking up. ![]()
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