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/
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