Subject: Re: [stella] parallel efforts / Invaders From: Glenn Saunders <cybpunks@xxxxxxxxxxxx> Date: Wed, 14 Mar 2001 21:49:04 -0800 |
That's exactly my problem. Doing a seemingly-impossible kernel is fun, especially when it's something even an NES couldn't do. Writing joystick code, missile movement, collision detection, score display is boring and why I never finished either version of INV.
I thought I actually had the pixel shifting solved, or at least reasonably minimized. Also, it's only a one pixel shift, and it happens because there are nine pixels between successive RESPx hits, but only 8 pixels
- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] parallel efforts / Inv, Erik Mooney | Thread | [stella] Hacking the Supercharger R, Glenn Saunders |
Re: [stella] Trick12, Glenn Saunders | Date | Re: Aw: Re: [stella] Gunfight 2600:, Manuel Polik |
Month |