[stella] more hardware considerations

Subject: [stella] more hardware considerations
From: gentlben@xxxxxxxxxxxx
Date: Mon, 19 Jul 1999 14:51:23 -0700
well, its me again...i think i finally solved
the horizontal reset timing problem...now im on
a more difficult problem...no its not about six
digit scores or multiple copies or anything like
that...ive been thinking about writing a kernal
that would be able to display the basic moveable
objects (2 players, 2 missiles, ball) on a 40-bit
wide playfield to basically produce what i like to
call a souped-up adventure clone :P... but given
the amount of time for each scanline to draw, i
dont think there is enough time to compare start
and stop locations for each object, let alone update
the playfield twice per scanline (not to mention
change it when necessary)...so i may either have
to do one of these:
a. go with a double scanline kernal
b. throw the missiles out
c. forget the 40-bit playfield

c is simply out of the question...i am giving
a and b consideration...which would you do if
u were in my shoes?

dee


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