2.1.0 Release


After 2.0.2 release Ad Astra totally filled the C64 memory - XCBasic is good, but it cannot compete with hand crafted assembly. Still I am not ready to give up basic. Especially the Verge Station menus and the main game loop are much faster to implement in basic.

So... I spent couple of long nights optimising the code, but all I was able to free was about 1 kB. After that I decided to make the Big Leap. Ad Astra would no longer be a-single-file-and-everything-in-memory type of game. In this first phase I implemented my own disc reading code and used it to load couple of images to spice up the story. The major implication is that now I have a totally new playground to explore.

Files

ad_astra.d64 170 kB
Jan 19, 2023

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Comments

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Come on! Looking forward to seeing where this goes... Will you be implementing a CRT version of this for emulators / easy flash users?

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I am a newbie in c64 coding and I had never heard of CRT or easy flash :) Thanks for bringing these into my attention. Having a lot of extra ram is a tempting idea, but it would require an overhaul in the codebase. i.e. it's not currently planned, but i'll keep it in mind. 

a .crt file is just a C64 cartridge ROM - it allows you to go down the multiload / disc access route, but you're reading from a cartridge ROM (or emulated version of one) so it's much faster than reading from disc, that's all :)