Re: [stella] Trick12 - inv3.bin

Subject: Re: [stella] Trick12 - inv3.bin
From: "Andrew Davie" <adavie@xxxxxxxxxxxxx>
Date: Wed, 14 Mar 2001 13:57:58 +1100
MMMhhhh... it's amazingly clever, Erik.  Very impressive work.

> I don't expect to go much of anywhere with this; it's been in its current
> state for a couple years actually.

Soooo.... are you throwing it to the lions?

Cheers
A

PS: a big thank-you for sharing!

--
 _  _  _| _ _        _| _    * _                               _  ,
(_|| )(_|( (/_\/\/  (_|(_|\/(_(/_                           ,~' L_|\
                                                         ,-'        \
see my Museum of Soviet Calculators at                  (            \
http://www.taswegian.com/MOSCOW/soviet.html              \    __     /
                                                          L,~'  "\__/
                                                              @--> v

----- Original Message -----
From: "Erik Mooney" <emooney@xxxxxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Wednesday, March 14, 2001 1:41 PM
Subject: Re: [stella] Trick12 - inv3.bin


> On Mon, 12 Mar 2001 19:58:57 -0500, you wrote:
>
> >At 12:45 PM 3/12/01 -0500, Erik Mooney wrote:
> >>The tricky part is not drawing the 11 x 5 grid, it's being
> >>able to turn on and off each individual invader.
> >
> >Well, Thomas' demo used two different colors for the 12 players seemingly
> >at random (moving player copies around or changing the color on the fly?
I
> >haven't looked at the source,) so why not just make one of the colors
> >black.... assuming he used the latter method.
>
> That may work for the invaders routine.  Although, the invaders one
> actually draws 15 players - think of it as 15 cells across the playfield,
> of which 11 consecutive are occupied.  If the 12-player multi-color one
> can be modified to start at different positions, it could certainly be
> used that way.
>
> >>There is definitely no
> >>time on scanlines occupied by invaders to draw missiles, BUT there _is_
> >>time on the scanlines between rows of invaders -- a missile can be
turned
> >>on at that time and then turned off during the next gap.
> >
> >Yeah, that's what I was thinking.  (The other way would be to do a
flicker
> >thing, but I suppose a whole flickering row or even half of one would
look
> >pretty nasty.)
> >
> >Very sexy btw.  I get a couple little missile-sized artifacts using
> >xstella, but that's xstella.
>
> Actually.. those aren't artifacts, those are missiles :)  I never
> positioned them, so they're in whatever position they land in when the
> code zeroes out the machine.  I didn't even realize this when I posted it
> (its been that long), but there _is_ time to do one indexed-indirect
> lookup and store to ENAM0.  It's in the code, though I hadn't quite
> figured out how to use that to do the missiles.
>
> (In the binary I posted, make sure you press Reset to start the action;
> the invaders move.  I hadn't said that before.)
>
> -
> Archives (includes files) at http://www.biglist.com/lists/stella/archives/
> Unsub & more at http://www.biglist.com/lists/stella/
>


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

Current Thread