[4.5.x] Move doLoadScreen to Bank 16

Levty87

New member
I checked and everything looked alright. Like exactly as instructed in the tutorial. I still got the same errors. I checked my project and I deleted a few loaded input-scripts that I don't need, compiled the project and now it doesn't give any errors anymore. Now I'm not sure the whole bank switch is working or not. This is what I see in the space checker.


bank16.gif
 

JamesNES

Well-known member
It looks like you haven't actually taken the part out of DoLoadScreen.asm itself. The idea is to take the centre part out and put it into a file that's included in Bank16 instead, as DoLoadScreen.asm is included in 1F initially. There should be a lot more free space in 1F than that once it's out of there.
 

DocNES

Member
Thank you for this! I was able to get it working on mine. Saved me 14% in PRG $1F about 2k. I'm using the MetroidVania module. I saw someone else also commented out almost all the HUD subroutines to save space. I might try this in the future, and see how much it saves too. I' m trying to add a lot of features to my game, and my assembly isn't the most optimized yet.
 

Jonny

Well-known member
Thank you for this! I was able to get it working on mine. Saved me 14% in PRG $1F about 2k. I'm using the MetroidVania module. I saw someone else also commented out almost all the HUD subroutines to save space. I might try this in the future, and see how much it saves too. I' m trying to add a lot of features to my game, and my assembly isn't the most optimized yet.

You'd be surprised how much you can remove once you've figured out what you don't need. There's also a lot of bloat to do with paths and like you say, if you're using a sprite HUD some of the normal HUD stuff can go.
 

twin paradox

New member
I know this is an old post but thank you so much for this. I really wanted to add some more AI behaviors and it was starting to seem like it wasn't going to be possible.
 

DocNES

Member
You'd be surprised how much you can remove once you've figured out what you don't need. There's also a lot of bloat to do with paths and like you say, if you're using a sprite HUD some of the normal HUD stuff can go.

Thank you, I've always thought there should be a patch and guide for certain game types. I feel most of us are adding the same features to our metroidvania games. More of a farther along patch one could add to get more features from the start.
 

baardbi

Well-known member
There was one usage of the word "copy" in the original that I've now changed to "cut". I think this might account for some people getting duplicate labels. Apart from that, it's all there. If it doesn't work, just try it again from scratch, following closely.
Great! I made a YouTube video about this tutorial yesterday (hope you're OK with that). I explained that it should be cut not copy. Thanks again for this amazing tutorial.

View: https://youtu.be/hA0xO_sXycY
 
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