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 -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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