So for the first 6-bits of data (w), we mask the 8-bit data "a" with 0xFC (11111100) using a binary AND to clear out the bits we don't need and then shift it right 2 bits. Lets say we read 3 bytes from memory a,b,c and we want to turn that in to 4 6-bit values, each temporarily packed into a number that can be converted to text. So i'll try to do a decent explanation and then hopefully you can extrapolate what you need from it. I think there is a deeper optimization to use peek4 and poke4 with this, but i didn't dig into it. Hey this little chunk of code is masking and bit shifting to grab the 6-bit chunks out of the 8-bit data. It's not a game but I suspect a very good tool that could be used to help game production. If you find any bugs or just have some confusion about how to use this, feel free to ask. You should be able to use these routines to load/save/compress any data from anywhere in PICO. Minju, you don't just have to save screen or tile data. Yes, I think that idea of booting multiple carts to load data would only work LOCALLY, not ONLINE. As long as you only have one logo screen or something, I think it won't take any more than 5k-7k of the 64k. I put a "-" to make that string a REM in front to see what happens and very little changes in the way of memory as far as I can see.Ħ664 char count of 65536 with "-" in front.ġ299 char count of 65536 with pic removed.
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