Subject: Re: Re: Re: [stella] playfield on-the-fly updates From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Wed, 13 May 1998 14:10:22 -0400 (EDT) |
> >Q*bert and the enemy are obviously the two players. Cube body is > >playfield. The flying discs are the unknowns. If I remember correctly, > >they flicker (only one disc on each row is displayed per frame), so I > >guess we'd have to assume the discs are either missile or ball, and the > >color is changed immediately before or after display. (Notice the discs > >don't move vertically - they disappear and Q*Bert just floats up to the > >top by himself.) > > No, the discs don't flicker, but change color - but that's not very > important. Sure, it's important. If they flicker, that's one disc per line per frame; if they don't, then it's two different objects. Probably each player's missile. > That's not quite true. On scanlines with one, three or five cubes, the > playfield isn't symmetric, so there have to be some playfield writes in > there, too. I suppose they use different kernal parts for each cube > level, that's twelve kernals in all, since the ones for cubetops and > cube bodies are also different. Anyone confirm? I'll hve to look at it when I get home... you've got me intrigued now here. I think all the cube body kernels could be the same, since there isn't any tricky timing going on during them. (quick question - are the discs at the level of cube tops or cube body?) > >> And, in fact, Amidar uses three-color playfield, but it alternates > >> colors by scanline, not by frame. > > > >Well, if you're gonna think *that* way, then there's games like Chopper > >Command that have a thirty-colored playfield in the mountains :) > > OK, so this doesn't seem to be an apprioriate example. > > With love, > Kurt Woloch With love, and no witty signoff? :) -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html
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