Does the cartridge only format give possibities like sprites / graphics on the fly like with consoles? I can imagine it gives a lot more possibities memory wise
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It does open up a lot of possibilities.
First stage is to fully utilise it to optimise the code, then see what sprite stuff I can add. Already thinking of splitting the enemy sprites so that bosses can be "loaded" when needed, thus giving me more space for enemy anim frames.
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Is it possible to make SoulForce a one file .prg (that can be transferred over codenet and RR-Net) that also manages to use the Retro Replay ROM banks for scrolling?
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I don't think so...
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Going 512K cartridge does have advantages. Eliminates the need for fast-load routines taking up precious RAM, and breaks out of that 170K limit of trying to make something that doesn't require disk swapping.
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I'd like to see a new cartridge type, though. Something with FPGA implemented blitter, like the blitter chip in the REUs. It can free up a lot of vblank CPU cycles by moving assets around at about 1 MB per second.
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haha, $B800 was text mode segment address in DOS, good old days :)
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