Re: [stella] Beat 'em up 05

Subject: Re: [stella] Beat 'em up 05
From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney)
Date: Thu, 06 Aug 1998 17:42:45 GMT
>That would be very nice! I wrote myself a converter program, that
>takes PCX files with 320*200 pixels and 256 colours, so I would
>prefer this format. All colours between 0 and 127 are regarded as
>pixels, all colours between 128 and 255 are background. I can send
>you PCX files with a NTSC or PAL VCS palette, if you want me to.
>
>The sprites are 42 pixels high and 48 pixels wide. Currently I'm
>using monochrome graphics, but if you can come up with good
>colour-sliced animation frames, I would take those too. It would

I thought we had figured that you wouldn't have the cycles to write six
playfield registers and one color... you'd have to drop the characters to
40 pixels wide to include a COLUP0 rewrite...?

>I haven't fully decided yet what moves I want to use or how many
>animation frames I would need per move, but I can fit four monochrome
>sprites in one kb. So there should be enough room for about 80 frames
>in the game. I would like to mirror the spites for the fighters facing
>in different directions, so you should take that into account.

Make sure your code can handle reversed players... setting REFPx isn't
enough, you have to write the bytes not in 1 2 3 4 5 6 order, but 6 5 4 3 2
1.  You might need two copies of the display kernel...?

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