My game takes all the RAM? No, your tile map buffer does!uze6666 wrote:I saw your game takes almost all the RAM. Watch out for stack overflow.
I generate the maze in a separate 37x25 unsigned char array which wastes almost a kilobyte. I was going to convert it to just use the tile memory directly (that's one reason why I was asking about having 8-bit tiles indices), but then I thought that might just make it more confusing and hurt some of the 'simple' for new programmers... I might take a stab at it and see if there's a decent non-obfusicating way I can do it.
I'll have to try some sound/music too. Maybe I'll do an 'advanced' version and spruce up the graphics and sound and people can look at that after they understand the first one...
OK, good idea. I don't think I saw a hardware.h in the tutorial project-- maybe it doesn't get included by any of the other files. I've only been browsing what showed up in the 'external dependencies' and 'source files' in the AVR studio 'project' dock bar thingy...Also I implemented support for the SNES pads. Buttons mappings will defaults to SNES, NES being re-mapped on the fly. Would be good to use the button constants in HARDWARE.H if you want your game to work in the next rev without too much changes.
-Clay