I have been thinking about the absolute limits of memory I can free up though, and I reckon I can claw back around 4k from various sources - tops. After that, I need to start cutting features.
1k - Sprite Cache by seperating all the sprite data from from the sprite structure.
1k - Sprite definitions. Just now there is a 16bit pointer to a cached rotation,
if I change this to a cache number, I can save 8 bytes per sprite *167 sprites,
but I'll then need a 300 byte look-up table, so gain around 1k overall.
1k - Paths. I really dont think Im going to need a full 4k for the scripting. The levels
aren't that long really (compared to Blood Money which used 4k for paths as well),
so I can probably cut at least 1K, possibly 1.5k
1.5k- Theres currently a free block right at the top of memory of 1.5k which Im desperately
trying to hold on to, but if push comes to shove.... it'll have to go too.
Now this is a fair bit to free up, and the sprite stuff will take a little bit of work but once done, that should set us on course to finish up the main code. wow....code complete...who would have though it... Still, not there yet!
The to-do list is currently...
Finish Weapon system
Finish loader with the new Turbo Loader
Add loading screen
Add High scrore table to the front end (top 10)
Save High scores to disk
Add TED music player - if possible
Add multi-load for more levels (make sure its a variable number for skining later)
Do a TEST level that we can release to help get the difficulty right.
Make all levels
End sequance - even if its a simple one
I think that about covers it..... Still lots to do, but we're over the hill and rolling down the other side.