jorotroid
Member
Updated: I realized there were more lines I could comment out.
Obviously this isn't for everyone, but I think right now it looks like it will be useful for my game. By disabling the HUD you save about 1k of memory! Eventually, I'm going to try to make a Mega Man style sprite HUD, so I'll "lose" some of that space again, but for now this seems promising. If you want to disable the HUD, go to HandleScreenLoads.asm to about line 308and comment out things out like this:
I make no guarantees there there aren't some negative repercussions to doing this.
Obviously this isn't for everyone, but I think right now it looks like it will be useful for my game. By disabling the HUD you save about 1k of memory! Eventually, I'm going to try to make a Mega Man style sprite HUD, so I'll "lose" some of that space again, but for now this seems promising. If you want to disable the HUD, go to HandleScreenLoads.asm to about line 308and comment out things out like this:
Code:
; LDA #$02
; STA backgroundTilesToLoad ;; yikes, we probably want to do something different here.
; LDA currentBank
; STA prevBank
; LDY #$16
; JSR bankswitchY
; LDX backgroundTilesToLoad
; LDA #CHRAddressLo,x
; STA temp16
; LDA #CHRAddressHi,x
; STA temp16+1
; LDY prevBank
; JSR bankswitchY
; LoadChrData #$1d, #$1c, #$00, #$40
;;; black out hud space?
; BlackOutArea #$20, #$00, #$80 ;JOROTROID: This one was already commented out
;
; LDA HudHandler
; AND #%10000000
; BNE drawHud_GameHandler
; JMP skipDrawingHud_GameHandler
;drawHud_GameHandler:
;; check to see if hud is shown.
;; if hud is hidden, skip
;; otherwise...
;;; prep hud area load
; JSR WaitFrame
; LDA #BOX_0_WIDTH
; STA updateNT_columns
; LDA #BOX_0_HEIGHT
; STA updateNT_rows
; LDA #BOX_0_ORIGIN_X
; STA tileX
; LDA #BOX_0_ORIGIN_Y
; STA tileY
; JSR FillBoxArea
; JSR WaitFrame
;;;;;;;;;;;;;;;;
;; set up attribute routine needs
; LDA #BOX_0_ORIGIN_X
; STA tileX
; LDA #BOX_0_ORIGIN_Y
; STA tileY
; LDA #BOX_0_ATT_WIDTH
; STA updateNT_attWidth
; LDA #BOX_0_ATT_HEIGHT
; STA updateNT_attHeight
;;;;;;;;;;;;;;;
;JSR UpdateAttributeTable
;; first turn off drawing sprites.
;JSR WaitFrame ;JOROTROID: This one was already commented out
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;.include "Routines\System\HandleLoadHud.asm"
;.include "Routines\System\HandleScreenLoadHudDraw.asm"
;skipDrawingHud_GameHandler:
I make no guarantees there there aren't some negative repercussions to doing this.