Subject: [stella] Gunfight 2600: Design thoughts From: Manuel Polik <cybergoth@xxxxxxxx> Date: Thu, 19 Apr 2001 00:06:55 +0200 |
Hi there, hope you had Happy Easter Weekends! (At least happier than me, as I was very sad about the death of Joey Ramone...) Ok, as for Gunfight, I maybe tell you about some thoughts I spent on it lately. When I was implementing the reload/sixshooter mode (Not finished yet, I'm still tweaking it) I discovered some major misunderstanding of a certain VCS issue on my side, which I wasn't aware until then. Until then I thought I could do shootable 12 blocks wide obstacles with a reflected playfield, using PF2 twice. But this just isn't possible with my kernel, if at all. First thing is that you'd have to rewrite PF2 two times on both lines of the 2LK, which I just don't have the cycles to. Second is that you'd have to time the second write to PF2 so exactly, that it's value changes at the very pixel both PF2s touch. (Has anyone ever tried that?) Next thought I had was using a reflected playfield, using the higher nibble of PF2 on the left side and PF0 on the right. But that'd render the problem even worse: Now you'd have to write not only two PF bytes per line, but you'd additionally have to clear 'em both again for the next line! Now, the only way I've made up to cope with all these limitations, is using a reflected playfield and draw symetric obstacles. There's no problem to display these, I'm already doing the river like that. The Problem is making them shootable, which I think wouldn't work too good. The reason is simple. Let's say I'd write the data of a half coach into PF2 - it makes a complete one on the screen. Now if one cowboy shoots at the left side of the coach and I'd remove a pixel there, it'd automatically remove the same pixel on the right side. The only thing I can think of to solve this problem is *slicing* the obstacles, i.e. you can only shoot of whole lines of an obstacle at once. Could make sense on some obstacles and be stupid on others. I'm thinking for example of a continous moving train, where you'd have to shoot out some slices *first* to get your bullets through to the other side. The only other way I can think of ATM is to skip shootable obstacles completely, but offer lots of different obstacle layouts instead, like the river, some rocky/fency areas, a train, a coach, a tree and a cactus for example... Hm... hm... we'll see... suggestions/thoughts welcome... 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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