Re: [stella] missile vs. player copies
Subject: Re: [stella] missile vs. player copies|
From: Glenn Saunders <cybpunks@xxxxxxxxxxxx>
Date: Wed, 07 Feb 2001 19:35:20 -0800
At 11:53 PM 2/7/2001 +0100, you wrote:
By manipulating the player width and horizontal position you can create the
illusion of wider sprites.
In extreme cases, with the missiles as discussed, you can give the illusion
that the missile objects are sprites, with some limitations to shape, of
course. But with the players, you can get a wider variety of shapes.
For instance, by shearing or italicizing the sprite, you can stretch its
total width. Stampede does this, doesn't it?
You can also do the six-char thing (Dragster) or the 4-char thing
(Dragonstomper) which I assume you can contract down to a 2-Char thing as
well (sprites set for double-one rewrite between). I don't know how much
time would be left on those scanlines with a dynamic 2-char to do anything
else vs. a 4 or 6 char.
For very large, mostly stationary or just vertically moving objects, you
can use playfield. Take Cosmic Ark for instance, asteroids wave.
And you can use wide swaths of playfield as filler pixels and the sprites
as finer detail, but that would be pretty limited too.
But i still do not understand how exactly they managed
to draw those extra large objects.
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