Regarding the analysis on GitHub, I was hoping for an interesting solution for the scrolling. Surely there are other examples of older games with smooth map scrolling out there. Are you still trying to find an optimization for map scrolling, or do you plan to give up on it at this stage (which would be a real shame for C64DevMachine)?
As for the partial dump (F2), it is not urgent or a blocker right now. If it requires coding time, take whatever time you need. And no, i haven't personally noticed any Macro or code loss in the dump.
Sincerely,
Viewing post in C64 Dev Machine V1.09 PRO+LITE - C64 ULTIMATE Ready! comments
Not given up on scrolling, just been trying to find where the limits are. Folk may expect anything they throw at it to work, but if you ask too much of it, it will glich. For example, setting the H scroller to 8 rows and colour to NONE, then pre-injecting the colours seems nicer for a stock C64. I am still in a learning process of what works best then I need to make ti all work in my own programming macros... I keep the options open though since C64 Ultimate has no problem handling it. So, not given up, just not sure what I need to optimise, I leave that for the end user to figure out since all the tools are inplace. Indeed the F2 dump is working correctly, you're just not able to see the 'data' as it were as that would be unreadable.