Re: [stella] SCSIcide 0.05 (last demo)

Subject: Re: [stella] SCSIcide 0.05 (last demo)
From: Joe Grand <jgrand@xxxxxxxxxxxxxx>
Date: Fri, 11 May 2001 19:45:21 -0400
You're right - everything _was_ whizzing by.. :) For the 10 tracks, I was demonstating the range of speeds (1-6) I am planning on using for the data bits.. I forgot to mention that in my previous e-mail.. So the speed goes something like this:

Speed           Track
1               1, 10
2               2, 9
3               3, 8
4               4, 7
5               5
6               6

So it was just for demo purposes and it was a nice visual effect.. Speed 1 should be fairly slow, though, and you should definetely notice a speed difference between the tracks..

I will consider the horizontal motion of the drivehead.. I was thinking about that a bit, but if I use a paddle or driving controller, that wouldn't be possible.. :/

Joe


At 02:41 AM 5/12/2001 +1000, Andrew Davie wrote:
Hi Joe
Had a brief play with this.  First impression is that I just couldn't
understand what was happening - everything was whizzing by at a million
miles an hour.  However, this could be my setup.
I do like the look/feel quite a lot, and think its shaping up very well.
I had a thought - could you allow some horizontal motion (perhaps with
inertia/acceleration) to allow me to shift the head back/forward if to catch
the bits as they whizz by... though it might add a bit more fun to the
catching process.
Great to see this and Manuel's game in development - keep up the good work!
Stella is too quiet without your updates.
Cheers
A

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----- Original Message -----
From: "Joe Grand" <jgrand@xxxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Wednesday, May 09, 2001 11:52 PM
Subject: [stella] SCSIcide 0.05 (last demo)


> Hi everyone- > > It's been a while since I've sent an update, so here's something to let > people know this project is still alive.. I promise this will be the last > demo version of this game.. :) > > I have most of the necessary graphical features now, so I can actually > implement the game play now.. Minor updates from 0.04 since I'm just tying > to get all the kernel pieces in place.. > > 1) Added data blobs - supports various speeds, horizontal position, and > wrap around. The "support" is also there for multiple data widths (for the > harder levels). Many thanks to Piero Cavina for allowing me to use the > display kernel from his PCMSD1.1 demo (precursor to Oystron), which I used > and modified as necessary. It was a huge help and made the hardest (and > scariest) part not so bad.. > > 2) Cleaned up source code > > 3) Updated http://www.mindspring.com/~jgrand/atari > > I haven't implemented paddle control, yet, and am planning on holding off > on that for a while - at least until I get most of the game actually > playable. I played this on a real TV (NTSC) and noticed the colors were > totally screwy.. They look as intended on StellaX. > > Attached is source, binary, and a screenshot.. > > Joe


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