Hi all,
I'd like to ask for opinions on the best way to proceed with the Electron version of Treasure Island...
The main problem is the amount of memory taken up by the graphics data, which is now visibly spilling over into screen memory.
On the Beeb version I've got around this by manipulating the CRTC registers to change the dimensions of the screen so it's only just big enough to display the game area. This freed up 8K of screen memory for use as storage. Unfortunately, on the Elk we don't have that luxury. The screen size is fixed.
My question is, how would Electron owners prefer to see the game progress:
1. Use mode 5 instead of mode 2 - I'm not particularly keen on this because the game would lose a lot of its charm without the colourful graphics but it would have the added benefit of speeding things up
2. Have the game data visible around the edges of the play area (like Exile) - I would, of course, get rid of all the flashing colours so it's not 'in yer face'

3. Reduce the number of tiles and sprite frames so the game fits in the memory before the screen. It wouldn't look quite as good as the Beeb version but at least the screen wouldn't be contaminated with 'junk'.
4. Do a raster split and change the palette entries to black to hide the on-screen data from view. Is this even possible on the Electron?
Any comments or alternative suggestions would be most welcome.
Cheers,
Paul.