RTS on a TI-83 (I'm not gonna make it...)


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RTS on a TI-83 (I'm not gonna make it...)



Hi, I am an experienced Z80-programmer for the MSX-system (yes it still
exists), and I'll do some calculations to check if some kind of RTS for the
TI83 should be possible...

At the moment I am writing a similar game (based on Warcraft) for the MSX,
and the main engine takes 8k at the moment. The proccessor is a Z80 working
at 7MHz, so speed is NOT the issue. The game runs on 128k RAM... However,
this includes music, far more graphical data and some other things which can
be left out in a TI83 RTS...

First, let's take the fielddata. If the field is 64x64 (which is a
reasonable size). If one pattern takes 4 bits (if you make more than 16
patterns you will surely run out of memory) then a field takes 2k.

Now the graphical data. There are 16 patterns, and each pattern is 8x8, and
since each pixel is represented by 1 bit this will take 8 bytes per pattern
= 128 bytes = 1/8k.
More graphical data: The vehicles. These can drive in (let's keep it simple)
4 directions and are 8x8 pixels large. If there are 16 different vehicles (8
per player, which should be enough) this'll take 1/2k.
Additional graphical data is the title-screen: 768 bytes = 3/4k.

Then, the Fog of War-data (which can be left out if more mem is needed)
takes 64x64 patterns of 1 bit, thus 1/2k.

Now the amount of mem nessacary is 3 7/8k...
We have, let's say, 25k available. This means we have 21 1/8k left for the
main engine and building/vehicledata (position, direction, moving yes/no
etc.). This should be possible in, let's say, 16k. Now we have 5, maybe 6k
left for additional fields...


Greetz,

~Grauw  (laurensh@geocities.com)


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