On Nov 22, 12:23 pm, Ruud Baltissen <
rbaltis...@gmail.com> wrote:
> Hmmm, that triggered this: how did people assemble/compile games that
> were as big as 200 blocks, thus about 50 KB ???
I used to compile from one C64 to the other. This was great because it
made it easier to see the code and debug/run it at the same time.
I also compiled the project in parts, as the entire source wouldn't
fit into memory. The final code was only about 8K (or maybe 16 I
forget) but I had to build it in two parts. So I would only work on
half at a time. There was a jump table at the beginning of one of the
parts to have code from one side call code in the other.
But I would expect HUGE programs weren't the norm. Games are heavily
data driven. I would also guess that comments weren't the norm either.