Re: [stella] Gunfight 2600: Little progress...
Subject: Re: [stella] Gunfight 2600: Little progress...|
From: Glenn Saunders <cybpunks@xxxxxxxxxxxx>
Date: Wed, 14 Mar 2001 09:17:00 -0800
At 11:08 AM 3/14/2001 +0100, you wrote:
You see, he uses 22 bytes for the first sprite, another 11 for every
That's just one example of sprite multiplexing. Consider that Solaris
doesn't have RAM in the cart and they are considerably more complicated
than your game is likely to be. Bob has the Solaris sourcecode up on his
site so you can compare how that game does it.
I don't think Stargate is a superchip game either and it has plenty of
objects on screen at once.
Where there is a will, there is a way.
If you user your sprite mutiplexer throughout the game for objects other
than the bullets, the RAM overhead will surely pay off. If you intend to
have a playfield bitmap then it might take too much away from that.
But you do have to realize that by having the players be on the same
horizontal you are forcing yourself into some of these compromises that
probably wouldn't happen with the vertical orientation, especially if your
game prevents those players from ever flickering.
A good example of a player vs. player game in a vertical orientation would
be Demons to Diamonds. Because of the enforced vertical separation you can
have all sorts of obstacles between the players without flicker. That's
why I thought that would be the best compromise you could make in order to
preserve a flickerless aesthetic.
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