http://www.fileden.com/files/2008/4/21/1876835/PONG!RAM.BIN pong sucks, but try to enjoy anyway Only CPU regs are used
My avatar should tell enough that I made it TµEE on that, TµEE in the game... also mentioning of Tiido (which is my real name) and my email address and my ultr@ outdated website
When I could get manufactured PCBs in an inexpensive manner, this is certainly doable... a lot of wires is needed though, little over 30 I think...
No stack, no subroutines, no interrupts. I actually use subroutines, but not using CPU subroutine instructions... LEA ExitPoint, A7 JMP DoStuff ExitPoint: .... DoStuff: JMP(A7)
That's pretty impressive - good job! Avatars don't really mean anything. I didn't invent Peach or Wario ;-) lol
some people are expecting me to make a porn ROM for MD that uses no RAM on Sonic Retro I actually have made one that uses some bytes of RAM though...
I've always respected people who can code so that it is fully relocatable. I did some on the C64 for a machine-code monitor. I created all the JMP and JSR instructions using a routine that POPed the PC and added offsets. Slow, but fine for what it did. There are a surprising number of C64 games that left a monitor inside them. Tony Crowther and Jeff Minter are particular fans of leaving stuff in their code. The code uses no ram, but I assume you must have used some video-RAM? Pretty unavoidable. Don't forget all you MD coders, the YM sound chip has 6 channels numbered 0,1,2,4,5,6 because it was a cut-down 8 channel chip.
Despite that, channels are still going from 0...2 and 3...5 in my sound engine.... actually 0...2 and 0...2 (there's quite a bit of "double code" to achieve max performance).