Started by zhulien, 07:51, 21 June 21
0 Members and 1 Guest are viewing this topic.
Quote from: andycadley on 11:10, 21 June 21I suspect the problem with trying to do this is you either have to reserve large amounts of RAM for every function the ROM provides (even if you don't use it) or handle everything via indirections (which takes a performance hit).
Quote from: andycadley on 11:10, 21 June 21It might work better in an AGD type scenario, where all games are essentially being run on top of a shared game engine but I'm not sure you can easily extend it to generic M/C games. 8-bit software just relies too heavily on heavily optimising key structures.
Quote from: andycadley on 11:10, 21 June 21Putting entire games on ROM (either via CPR or some other cart style arrangement) seems like a more workable solution to me.
Quote from: zhulien on 07:51, 21 June 21what would be the cons of having all the best routines always there in ROM?
Quote from: zhulien on 11:33, 21 June 21What is AGD?
Quote from: eto on 12:42, 21 June 21So if you're asking for disadvantages of this, I think there could be a few. While I think a library is great and there would be no harm to have a second one besides CPCtelera, I think it should not be distributed in ROM:- the benefit of a library in ROM is rather small. How much do you anticipate that it reduces the size of the binary? Maybe 4-8KB? Significant of course, but today, unless you are limited to a 464 without extensions, data can be loaded easily in pieces and/or can be compressed - and with the really great productions, you need so much more data, that another 4-8KB will still not help.- the enduser needs to buy the hardware. Even if it's cheap, probably many won't do it unless many games exist. And for those that would be happy to spend some money, it probably makes more sense to buy a RAM extension, where all 128K games will run, also those, that are not using the library.- you need someone to produce this add-on. long term. and in quantities.
Quote from: eto on 12:42, 21 June 21- there is no "best routine". You can provide a good routine, based on some constraints. But e.g. if the screen size is changed, a sprite drawing routine needs to be implemented differently. So you will always have productions that will not use your library leading to less reason to add a ROM for the enduser.
Quote from: eto on 12:42, 21 June 21- updates of the library! You have to ensure backwards compatibility forever. If not, you would break older games (and then developers would stop using it because of this). This limits the progress of the library and/or bloat it.
Quote from: SkulleateR on 12:52, 21 June 21https://jonathan-cauldwell.itch.io/arcade-game-designer
Quote from: SkulleateR on 15:11, 21 June 21I would love to see a good "game enhancer" for both Basic and ASM, I always wanted to make something in 8BP but it lacks the english manual and converting the spanish to english with google doesn't make sense in most sentences Of course it would be cool to have it in ROM but for wider availability, a loadable .bin would be better for everyone to enjoy those games/software that will be created with it.
Quote from: zhulien on 17:30, 21 June 21 AmigaOS libraries are a fantastic thing and i think something similar but on a much smaller scale could work well on CPC too - maybe...
Quote from: andycadley on 18:57, 21 June 21e a good "game enhancer" for both Basic and ASM, I always wanted to make something in 8BP but it lacks the english manual and converting the spanish to english with google doesn't make sense in most sentences
Quote from: jjaranda13 on 21:11, 21 June 21I promise to do it, I have been delaying it from a long time but I am going to do it. The 8BP library is very mature and complete. My next target is the translation of the 8BP manual
Page created in 0.067 seconds with 39 queries.