Subject: Re: [stella] Missiles and Ball From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Tue, 25 May 1999 21:57:51 GMT |
>Bob Colbert was experimenting with the idea of using missiles as a kind of >limited version of a player, to help get more moving objects per scanline >without flicker. You can create shapes that make it seem as thought the >missile has more than 1 bit of resolution by again using the width and >horizontal positioning per scanline. You can not have more than 2 dots in I'm not quite sure what you mean by "no more than 2 dots"... missiles are either 1, 2, 4, or 8 pixels long, and they're subject to NUSIZ doubling and tripling (but, IIRC, not double/quad width) along with their players. >a missile per scanline, but you can acheive all sorts of shapes like >slashes, crosses, greater-than/less-thans, horizontal arrows, capital I's, >and so on. I don't know of any games that really capitalized on this. The absolute best example of using missiles as sprites is in Super Challenge Football. Every one of the 8 computer-controlled players is drawn with a missile object. Also, I just noticed some clever programming in that game with the ball. When the football is over a dark green area of the playfield, the background is dark green and the playfield/ball is light green. But when the football is on a light green yard-stripe, the playfield is actually the dark green and the background is light green, so that the dark green ball can show up over the light green background. All visually seamless. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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