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	<title>Comments on: Explorer: 11 &#8211; Sobjects</title>
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	<link>http://www.tummaigames.com/blog/2009/08/06/explorer-11-sobjects/</link>
	<description>NES homebrew! Development blog for homebrew NES games</description>
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		<title>By: miau</title>
		<link>http://www.tummaigames.com/blog/2009/08/06/explorer-11-sobjects/comment-page-1/#comment-40</link>
		<dc:creator>miau</dc:creator>
		<pubDate>Fri, 07 Aug 2009 14:31:47 +0000</pubDate>
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		<description>Exactly the way I&#039;m doing it. The Mega Man games have inspired me in particular.
However, I&#039;m considering to restrict some of the variables (that bullets/particles don&#039;t use) to the hero/enemies only and thus save ram.

That would allow for a few more bullets on screen.

E.g. 
hero/enemies = index 0-10
bullets = index 11-20
- x and y position vars used for all objects, index 0-20 valid
- a set of flags that bullets don&#039;t use (e.g. the &quot;climbing&quot; flag in my engine, bullets don&#039;t usually climb ladders), index 0-10 valid, anything above is actually &quot;unallocated&quot; free memory that can be used for other data

Just gotta be careful not to use any of the latter variables in the main game physics routine and other code that you want to handle both types of objects.

Anyway, just another brain dump of mine, might not be worth it in your project. I&#039;ll be keeping it simple for now as well. :)</description>
		<content:encoded><![CDATA[<p>Exactly the way I&#8217;m doing it. The Mega Man games have inspired me in particular.<br />
However, I&#8217;m considering to restrict some of the variables (that bullets/particles don&#8217;t use) to the hero/enemies only and thus save ram.</p>
<p>That would allow for a few more bullets on screen.</p>
<p>E.g.<br />
hero/enemies = index 0-10<br />
bullets = index 11-20<br />
- x and y position vars used for all objects, index 0-20 valid<br />
- a set of flags that bullets don&#8217;t use (e.g. the &#8220;climbing&#8221; flag in my engine, bullets don&#8217;t usually climb ladders), index 0-10 valid, anything above is actually &#8220;unallocated&#8221; free memory that can be used for other data</p>
<p>Just gotta be careful not to use any of the latter variables in the main game physics routine and other code that you want to handle both types of objects.</p>
<p>Anyway, just another brain dump of mine, might not be worth it in your project. I&#8217;ll be keeping it simple for now as well. :)</p>
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