Looking at the settings for FASE

The next issue I want to play around with on this build is defining my map. This is a 1 screen arcade game, not a grand adventure. Play a screen, win the screen, redraw a new screen.  Repeat until all lives are gone. This will reduce the memory footprint by not having a bunch of maps in memory.

Just having 1 screen should also reduce the memory map.

This is performed in defmap.asm, not in define.h.

However, on searching the documentation I have, there are a number of areas that we need to look at.

Config.def – compiling setup

define.asm – Creates step 1

defmap.asm & defload.asm & define.h – Creates step 2

Seems straightforward enough

let’s look at these files

Config.def found in the root directory, is

tmode   3
smooth  1
clipup  2
clipdn  2
cliphr  1
safevr  1
safehr  1
offsex  1
offsey  3
notabl  1
bullet  1
bulmax  4
sprmax  5

define.asm, found in ../build is

DEFINE  tmode  3
DEFINE  tiles  96
DEFINE  bmaps  52
DEFINE  attrs  68
DEFINE  smooth 1
DEFINE  clipup 2
DEFINE  clipdn 2
DEFINE  cliphr 1
DEFINE  safevr 1
DEFINE  safehr 1
DEFINE  offsex 1
DEFINE  offsey 3
DEFINE  notabl 256
DEFINE  bullet 1
DEFINE  bulmax 4
DEFINE  sprmax 5
DEFINE  player 2345
DEFINE  bulmiy 258
DEFINE  bulmay -250

defmap.asm found in ../build is

define  bitsym  5
define  bithlf  1
define  mapw    12
define  maph    2
define  scrw    15
define  scrh    10

define.h found in ../build is

#define smooth 1
#define bitmap 58585
#define scrw   15
#define scrh   10
#define mapw   12
#define maph   2
#define dzx7a  64897
#define player 1

defload.asm found in ../build is

DEFINE  maplen  55
DEFINE  scrlen  6957
DEFINE  codel0  2250
DEFINE  codel1  2404
DEFINE  codel2  2198
DEFINE  init0   64735
DEFINE  init1   64682
DEFINE  frame0  62696
DEFINE  frame1  62543
DEFINE  bl2len  2420
DEFINE  stasp   5518
DEFINE  tmpbuf  298
DEFINE  playrw  4681
DEFINE  music   786
DEFINE  musirw  1174
DEFINE  parche  51

define.h found in ../build is

DEFINE  maplen  1101
DEFINE  scrlen  6957
DEFINE  codel0  2258
DEFINE  codel1  2410
DEFINE  codel2  2206
DEFINE  init0   63686
DEFINE  init1   63633
DEFINE  frame0  61643
DEFINE  frame1  61490
DEFINE  bl2len  2420
DEFINE  stasp   6570
DEFINE  tmpbuf  298
DEFINE  playrw  4681
DEFINE  music   786
DEFINE  musirw  1174
DEFINE  parche  26

define.h found in ../build is

#define smooth 1
#define bitmap 58585
#define scrw   15
#define scrh   10
#define mapw   12
#define maph   2
#define dzx7a  64897
#define player 1

The Readme to FASE states:

The configurable parameters have all concentrated on config.def (especially the most important ones). I have done this to make life easier for the user, but would have to change parameters in several files. You make 2 passes, step1 and step2. In each pass, files are processed and others are created. Some of the ones that are created contain parameters to be read by the assembler or main.c. Some examples are the define.asm that creates step1, and defmap.asm, defload.asm and define.h that creates step2.

Advertisements

Author: andydansby

I'm a hobbyist coder working with the ZX Spectrum. Living in New York state near the Syracuse area. I grew up in Virgina. The first computer my parents bought for me was a Timex Sinclair 2068.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s