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Accessing memory over 0x200000 - Printable Version +- Freeplaytech Forum (https://forum.freeplaytech.com) +-- Forum: Neo Geo Pocket (https://forum.freeplaytech.com/forumdisplay.php?fid=1) +--- Forum: Software Development (https://forum.freeplaytech.com/forumdisplay.php?fid=4) +--- Thread: Accessing memory over 0x200000 (/showthread.php?tid=5509) |
Accessing memory over 0x200000 - Ahchay - 04-21-2026 I'm working on a racing game prototype at the minute and this generates a *lot* of graphic data - it's not very exciting or varied, but think one 160x96 bitmap for every road direction multiplied by a number of frames to make it look like it's moving Works like a charm, but I'm bashing against compilers 2mib limit Code: tulink.exe -la -o ROADRUNNER.abs ngpc.lcf main.rel library.rel vgmplayer.rel spritemanager.rel title.rel player.rel road.rel roadrunner.relIs there a way I can push all of this boring graphical data into the 0x200000 to 0x3fffff range? I can see how I could build a file containing the data and then just append it to the compiled .NGP file, and then figure out how to stream it back into the game - but that seems a lot of effort towards an uncertain goal at the moment Link to a (sort of) playable version here - ahchay.com/NGPC/Play.html?ROMId=ROADRUNNER.ngp Currently, I'm skipping every other frame in order to fit it into memory - honestly, it's probably good enough, but I'd like to have a crack at it before deciding whether to generate slightly more interesting landscapes |