Hey, thanks guys.
I have a pretty compact memory footprint in mind that is specific to the game I'm toying with. I should be able to store the cards and a representation/mapping of a game "field" well within the 128 byte RAM limit. The game play itself shouldn't take much RAM and the logic for the rules seems to fall together nicely with the way I have chosen to represent the cards. If it were not for that pesky need to display the output, this should be a piece of cake.
It remains to be seen whether I can extract the cards from that storage scheme fast enough to actually display them during game play. It also remains to be seen if I can figure a way to display as much stuff as I need to display. Though, I'm assured by an accomplished 2600 game developer that such a kernel can be constructed.
Thanks, Nukey for the jump start. Much appreciated. I really like the use of the paddle controller in those games and think it would fit my game well. (Though, I have delusions of supporting multiple controller types.)
Poker Squares sounds similar to the game on Casino that I've been looking at as something of a model for display purposes. I'll check that out. I'll check out the Euchre code, too. Among other things, I want to see how shuffling and randomization is implemented and how tracking of undealt cards and such is done in other peoples games.
Can someone help me navigate the waters of the stella archives? For example: I find the threads in which the Euchre code was posted, but can't find the actual files, just the tags that indicate where the files had been attached. What blatantly obvious thing am I missing?
Edited by BigO, Wed Apr 25, 2007 10:30 AM.