This issue has boggled my mind for the last week and I have been stumped at every turn. I had decided to consolidate some redundant code and move things around to make things more efficient. Since actions like Bag Boy touching the various car sprites have the same result I moved all like code together and had each collision jump to the same spot and share the same code. When I ran a test everything seemed to work but I also noticed the game didn't run over in cycles.
I entered "breakif {_scan>#262}" in the Stella debugger as well as monitor the cycle count on the top left of the screen in real time and didn't experience any overages. I am not sure if I had actually fixed the issue but it seems to have gone away. I will test on hardware soon but in the meantime I will continue to clean up code in Bank 2. This will give me space to add a couple things in the future if necessary. My changes on the player/car collision freed up 200 bytes so I am sure there are more opportunities to make space.
I entered "breakif {_scan>#262}" in the Stella debugger as well as monitor the cycle count on the top left of the screen in real time and didn't experience any overages. I am not sure if I had actually fixed the issue but it seems to have gone away. I will test on hardware soon but in the meantime I will continue to clean up code in Bank 2. This will give me space to add a couple things in the future if necessary. My changes on the player/car collision freed up 200 bytes so I am sure there are more opportunities to make space.
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