Artcfox wrote: ↑Sat May 12, 2018 12:40 pmIt might have been that it limited my library code to only working with certain newer compilers, or that they are only supported in C and not C++.
It seems old enough for me by now, and as I found, GCC wasn't even the first, it followed IAR's similar feature (
here). I like that it makes ROM access look cleaner, and the compiler checks properly those address space qualifiers, so you can't end up with accidentally passing a RAM array to something meant to work with ROM data. Then it is also a nice point that it seems easier to port, for example like Jhhoward did for Joyrider, which can also be compiled native for PC. However true, with some research I found that C++ in GCC lacks Named Address Spaces, so you are stuck with the pgmspace stuff there.
(By the way... He is still active, relasing things like this:
https://github.com/jhhoward/MicroCity - could be interesting! And maybe one could merciessly grab and port it for the Uzebox, too
By the way he ports pgmspace stuff too, it can be observed in the game's main
definitions. Maybe I will add some notes on this, too)
Artcfox wrote: ↑Sat May 12, 2018 12:40 pmThe asm tips and tricks are helpful as well, thanks for adding them to the wiki.
Originally I think those came from Alec, but possibly from the very early days of the project. I just fixed it up by current knowledge, adding a few new things only (such as the method to delay some cycles by a parameter, which was originally developed for Mode 74).