Karakara | Karetro
New member
Hey there!
During my time working with the platform module I have hit the memory limit for scripts, without adding much to speak of. While the module can be optimized to a certain level, that will only free up so much space.
I'm not exactly sure how the NES maker compiler works, but if I had to guess, it compiles the code in pieces and then puts them at certain addresses in the rom. These would be the graphics banks, etc.
Now, I have no idea if this would be possible, but in a theoretical "advanced mode" it would be great to choose which memory banks are used for what. For example, if you are making a game more about controls than varied graphics, you could sacrifice a graphics bank for code.
I'm not sure whether this would be possible, so sorry if it's a dumb suggestion.
During my time working with the platform module I have hit the memory limit for scripts, without adding much to speak of. While the module can be optimized to a certain level, that will only free up so much space.
I'm not exactly sure how the NES maker compiler works, but if I had to guess, it compiles the code in pieces and then puts them at certain addresses in the rom. These would be the graphics banks, etc.
Now, I have no idea if this would be possible, but in a theoretical "advanced mode" it would be great to choose which memory banks are used for what. For example, if you are making a game more about controls than varied graphics, you could sacrifice a graphics bank for code.
I'm not sure whether this would be possible, so sorry if it's a dumb suggestion.