1-31-2018
My big error so far is trying to directly interpret the xxxx bytes free statement as a direct statement of how many bytes there are left. But I have started to notice a pattern. If the number of bytes left is less than 12587, then there are going to be crashes at the end of the game, so we need to shave some more memory off from the routines.
Today, I’m going to examine the enemyAI function.
Continue reading “Optimizing memory part 3”