Hihi
Thanks for your suggestions, using the DFS disk buffers does sound like an idea, was planning to load different graphics for the borders etc. between levels so it wouldn't actually need to be moved out of display memory at all and the dfs buffers could be used for workspace while playing a level
Sorry not been on in a while, had to reinstall this machine (ever notice how you never had to reinstall the OS on a beeb?) due to hardware changes and I've been working on my +3, hacking an IDE interface onto it and the like, lol, running out of space inside that machine what with a multiface, 2.5" IDE disk and now a board for the 8 bit IDE (
http://www.pokenet.co.uk/misc/old%20com ... layout.gif if it's of use to anyone - 34 way connector goes to z80, 40 way one is IDE - designed from the simple 8 bit interface schematic on the +3e homepage, just discovered I'm going to entirely replace the audio circuitry too due to amstrad making a complete pigs ear of it, go figure, so got to find room for a little amp board in there too, lol)
http://www.pokenet.co.uk/misc/old%20com ... mplus3.jpg <- plus 3 if anyone wondered along with the Master and A3020 I have setup there
I will be getting back to working on this game shortly though, I'll post screenshots from beebem, seems easier than trying to take pics of my BBC running, that never seems to work very well -.o
It actually occured to me I could load the assembly routines and the borders for the levels run length encoded in mode 7, switch to tape mode and relocate them to the &e00-&18ff area leaving the basic code at &1900, that'd avoid a lot of disk loading and mean it should work on any BBC although it would mean no high score saving...