Re: [stella] a "pot" of confusion

Subject: Re: [stella] a "pot" of confusion
From: gentlben@xxxxxxxxxxxx
Date: Fri, 28 May 1999 10:56:52 -0700
> Some games, though, will have to latch the paddle position and display it on the next
> frame.  Warlords comes to mind.

by latch, do you mean discharge and recharge at VSYNC and VBLANK time, use a counter to
keep track of pot resistance, and simply save the final result value in memory to draw
in the player/block/man on the next frame...while at the same time
keeping two variables, one for the current counter, the other for the previous frame
counter position? cuz thats what i thought about doing...just obtaining the resistance
value and saving it for the next frame while keeping track during the next frame of the
resistance value whether it changed or not...it could work...

> It's not all that sophisticated, and yes that is what you need to do to make sprites
> move in a horizontal direction.  Just positioning two sprites during VBLANK time and
> then displaying them on screen (ie, Combat) is pretty easy.  It's when you start
> reusing sprites within a frame that things get trickier.

well im sure i will figure out the more advanced stuff eventually as soon as i get all
the basics down :)

> Well, first off, only ROMs that are simple 2k or 4k with no bankswitching
> have a chance of working.  Satisfying that, the code will work as long as
> it never tries to access location $FFF8 (or $FFF9?).  That's the
> Supercharger's control register, which does stuff like enabling writes to
> the Supercharger RAM, which is a Bad Thing if the game is supposed to be
> ROM.

according to this document about bank switching its actually both FFF8 and FFF9...but
thats for the standard 8K method :P

dee


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