Subject: Re: [stella] Games to be shown in the documentary From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Tue, 6 Jan 1998 17:09:42 -0700 (MST) |
>On Tue, 6 Jan 1998, Nick S Bensema wrote: >> Perhaps simply make the missile wider and flashier when it's an explosion. >> As a missile becomes an explosion, it doubles in width, and sort of >> sparkles around the general area of where the invader used to be for a >> few frames. > >Why not use a player instead of a missile, then you have 8-bits to work >with? Then just redefine the shape at that point. Because, it's bneen made clear from other mesages that the kernel is just too tight to do something as complicated as copying a shape into a player object. As other messages have stated, the best solution is to use the missile, as the code to display that is already there, and it probably wouldn't take much more memory if one structures it right. Maybe two more bytes of RAM: one for each missile object, to tell whether it is acting as an explosion. Maybe one or two more bytes for random number generation, if there isn't one already. -- Stella list is Administered by krishna@xxxxxxxxxxxx <Glenn Saunders> Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html +-shameless plugs-------------------------------------------------------+ | Stella documentary at http://www.primenet.com/~krishna | | Nick's VCS links via http://www.primenet.com/~nickb/atariprg.htm | | Write the best game, win framed autographs of famous Atari alumni!! | +-----------------------------------------------------------------------+
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