Subject: RE: [stella] Stella sequencing From: slapdash@xxxxxxxxxxxx (Russ Perry Jr) Date: Thu, 7 Jan 1999 01:59:28 -0600 |
Glenn Saunders wrote: >Andrew Davie wrote: >>I'm much more the purist. The supercharger is bad enough! I see little >>point in developing for a (modern-day) expanded 2600. >But why program with one hand tied behind your back if you don't have to? Not that I've done any 2600 programming yet, but I think I can answer this one in a roundabout way: for the same reason demo coders restrict themselves to 4K even though they've got PCs available to them with 64 Meg of memory -- the challenge of it. >Writing kernels for the TIA chip in and of itself is challenging enough, >but why make things worse by intentionally limiting how much memory you >are going to let your programs occupy? Also a good question. I think both approaches can, and perhaps even should, exist side by side. >>Sure, you can store gobs more images and have heaps of differing kernals >>with this memory. But... why? Picture something like Puzzle Bubble/Bust A Move... The gameplay itself is pretty simplified, and even the coding may not be that difficult, but how many puzzles can you store in 4K along with the kernel? I have a PC version where you can make your own puzzles, but a cart version couldn't do this really. On the other hand, you could make a Supercharger version with lots & lots of puzzles, and be able to load others from add-on CDs or tapes that are released later on, unsing the original disk's load for the kernel. Sometimes bigger is better even when it isn't entirely NECESSARY. //*================================================================++ || Russ Perry Jr 2175 S Tonne Dr #105 Arlington Hts IL 60005 || || 847-952-9729 slapdash@xxxxxxxxxxxx VIDEOGAME COLLECTOR! || ++================================================================*// -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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