Subject: Re: [stella] Gunfight 2600: Little progress... From: cybergoth@xxxxxxxx Date: Wed, 14 Mar 2001 11:08:29 +0100 (CET) |
Glenn Saunders wrote: > The flickering is constant, isn't it? If it were variable flicker, that > would help a lot, although it would be a trickier kernel. That's a good point Glenn, I'll have to examine that. One problem here could be the necessary RAM. For example, this is the RAM usage of Colberts sprite multiplexer: hpos ds.b #MAXSPRITE + 1; horizontal position of sprites vpos ds.b #MAXSPRITE + 1; vertical position of sprites sprvmot ds.b #MAXSPRITE + 1; vertical motion for sprites sprhmot ds.b #MAXSPRITE + 1; horizontal motion for sprite sizes ds.b #MAXSPRITE + 1; list of sprite sizes sprtmot ds.b #MAXSPRITE + 1; list of sprite motion values flglst ds.b #MAXSPRITE + 1; flags used for conflicts sprtlst ds.b #MAXSPRITE + 1 shapes ds.b #MAXSPRITE + 1; list of sprite shapes sprtstatus ds.b #MAXSPRITE + 1; various status variables for sprites sprttmpvar ds.b #MAXSPRITE + 1; temp var for sprite You see, he uses 22 bytes for the first sprite, another 11 for every additional one. For six bullets this would be 77 bytes, which is already more than I have, even without any shootable obstacles. I maybe can save some bytes here & there, I'll analyze that. But I'm not too sure if it's really worth the effort. We'll see :-) Greetings, Manuel - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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