Subject: Re: [stella] demo update: PCMSD20.BIN|
From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney)
Date: Fri, 11 Apr 1997 21:29:39 GMT
>>Yes, they're too fast. I've also tried to enable sprite-replication for the >>balls - looks great so this feature will be added sooner or later. > >So, you'll have to hit several balls on each line? That would add >some difficulty (that could be a good thing). Will the balls bounce >off each each other (that would be neat, but would probably cause >flicker) or just go back and forth as a group? Sprite-replication could only make them go back and forth as a group (think the cars and other stuff in Frogger that come in groups of two or three.) >Sounds like the way the ship in Asteroids accelerates to me. Perhaps >the difficulty switches should control the rate of acceleration? >(Faster being harder, I think.) That'd be more of a game-speed switch than a difficulty switch, but it's an idea. >watch on the "second board." Are you planning on adding any >randomness, or will you depend on humans' inability to precisely >repeat the same actions twice to do it for you? I have a random number generator that works pretty well. At power-up, it always initializes to the same value, but if you call it once every frame whether you need a random number or not, you'll have a pretty darn random number by the time the user presses Reset. >Am I correct that the 2600 reset switch actually has to be recognized >by the software for it to do anything? In other words, you could Correct. The 2600's CPU is a 6507, which is a variant of the 6502 that has 8k address space and no interrupt lines. Reset only does what a game makes it do. This is also why not all games respond to the color/BW switch - it's not programmed in. >If I keep reading this list, I'm going to have to take a crack at >programming. I'm sure the Nexus would suffer for it. 8) If anyone >thinks discussion of game design in off-topic to this list, just let >me know and I'll move it to private e-mail. (I'm sometimes do it >accidentally anyway due to the way follow-ups are set.) Not at all, I think.. we've finally unraveled most of the hardware mysteries and can move on to actual game design. -- Archives available at http://www.biglist.com/lists/stella/archives/ E-mail UNSUBSCRIBE in the body to stella-request@xxxxxxxxxxx to be removed.