Yep, you can choose to play with either 1 or 2 players.
I came up with a brilliant idea this morning that'll solve the space problem. Basically, the problem is that I want keydown code to be stored on a single card like the timer code, as it would make changes significantly faster to implement. The problem however, is that I can't store all the keydown activated routines that will be activated throughout the game within 500 lines of code. (the max size of a routine) So, how can I make it happen? The answer: Mini Methods!
Basically, instead of putting the code for examining objects, talking to NPCs, reading signposts and other such actions
within the keydown routine, I'll set the value of a "method" variable and reload the current navigation card. The navigation card will have all the usual code involving sprite drawing and gridlayout$ settings, but it will also have routines that are only executed when the "method" variable equals a specific value. For example, I might have code like this in the card script:
PICT CurrentCard
gridlayout$ = "0001110100111011010blahblahblah..."
area$ = "surface"
northcard = CurrentCard - 6
southcard = CurrentCard + 6
westcard = CurrentCard - 1
eastcard = CurrentCard + 1
IF method$ = "Speak to NPC" THEN
method$ = ""
' code here.
END IF
IF method$ = "Examine Signpost" THEN
method$ = ""
' code here.
END IF
So it's kinda like mini methods. The best part is that using this system I'll be able to execute up to 1,500 lines at a time, and once the update comes out it'll be 2,250! I'll never be stuck for space AGAIN!!!