How would I go about using no_blank_lines for my title screen, but not the rest of my game? If it involves inserting custom lines into the assembly file, that's ok. It would be really nice if kernel options could be defined within any drawscreen loop, but I know that probably isn't practical.
Dynamic Kernel Options?
Started by MausGames, Oct 18 2009 3:24 PM
1 reply to this topic
#1
Posted Sun Oct 18, 2009 3:24 PM
#2
Posted Sun Oct 18, 2009 5:51 PM
MausGames, on Sun Oct 18, 2009 3:24 PM, said:
How would I go about using no_blank_lines for my title screen, but not the rest of my game? If it involves inserting custom lines into the assembly file, that's ok. It would be really nice if kernel options could be defined within any drawscreen loop, but I know that probably isn't practical.
One alternative is to create a 4k standalone binary for the menu, then develop your game separately, leaving one bank completely unused. Then when you have something going, we could explain how to stitch them together.
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