R: R: [stella] RESCUE.BIN, it's a little tougher now

Subject: R: R: [stella] RESCUE.BIN, it's a little tougher now
From: "Piero Cavina" <p.cavina@xxxxxxxxxxxxx>
Date: Fri, 22 Aug 1997 22:21:41 +0200
> Da: Greg Troutman <mor@xxxxxxx>

> The harder part was making them move at different speeds, but
> it makes it much nicer I think.

Sure... how did you do it?
In my game, each enemy has a 16-bit register for the horizontal position.
Only the high-order part is used to position the sprite.

At the beginning, I had also a 16-bit, two's complement increment value for
each enemy; then, to save RAM, I've chosen a 3-bit index to a table of
increments.
Since 1 bit is for direction, there can be up to 2^2=4 different speeds for
the enemies. That seems a decent compromise and I could save a lot of
memory.

Please note that to have the same speeds both in PAL and NTSC it would be
enough to use increments that are multiples of 5 in NTSC, then multiplying
them by 6/5 for the PAL version.

Hope I've been clear...

Ciao,
P.




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