I don't think you are going to fill 32K of global variables on a reasonable MD game. Not even close.
Commercial games use the first 32KB for the map, and then the next 32KB, taking advantage of short addressing, for the rest: buffering, global variables, character array and stack.
2) "s8" and "signed char" on practice/hardware is exactly the same.
3) booleans, usually, are not about how much they consume, but how fast they are. On all machines the fastest is the size of the word, on non-risc machines other smaller sizes can be as fast as. In any case, the space lost is always heavy since there is no "bit" compiler type.
You can always define you variable type with "typedef".
Stef wrote: ↑Fri Mar 15, 2019 5:47 pm
Did the guy in the video managed to have VStudio debugging working with SGDK ??
For that to be true VS should by able to output 68K code. I don't think that's coming.
HELP. Spanish TVs are brain washing people to be hostile to me.