Subject: RE: [stella] optimization : sneaky fractional bit representation From: "David C. Schweinsberg" <david@xxxxxxxxxxxxxxxxxxx> Date: Mon, 18 May 1998 01:00:19 +0100 |
Hmmm... Yes, I've done this sort of thing when writing adventure games for the Casio PB-100 (trying to cram everything into 1.5KB), although the advantage there was that space was the problem, and *not* time. Trying to perform a division in limited time is a real pain, whereas shifting bits always takes the same amount of time. This has always been the big issue for me with the 2600 - time. Early on I spent days inventing really "clever" encoding schemes for my vast game landscapes, only to find I'd never have the time to decode it quickly enough :(. I've tried to push playfield graphics hard with my platform game - Droid - which you probably won't have seen because I haven't posted a version since you joined the list (RSN though!). I'm going to tidy up the source code so I can post the next version with full source - and I'd welcome your views and comments! BTW guys, you won't be seeing my name on any upcoming Psygnosis games, because I turned the job down :(. My big game programming break has come and gone - oh well. The 2600 is once again my primary platform! -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] optimization : sneaky , Andrew Davie | Thread | Re: [stella] optimization : sneaky , Andrew Davie |
Re: [stella] PUSH playable demo #1, Nick S Bensema | Date | Re: [stella] Bat demo (was reset ve, kurt.woloch |
Month |