Re: Aw: Re: [stella] Maze Craze and 650x
Subject: Re: Aw: Re: [stella] Maze Craze and 650x|
From: Paul Slocum <paul-slocum@xxxxxxxxxxxxxx>
Date: Tue, 21 Aug 2001 14:41:19 -0500
This brings to mind an idea I've had for a while but haven't actually
tried implementing. Is it possible to use a multiple-branching kernel
via an indirect jump to time RESPx writes without having to use an
entire scanline to position an object?
I was actually planning on attempting this in my new game. I've using an
asymmetrical playfield, and I need to reposition one of the player graphics
several times during the screen draw. I couldn't really think of any other
way to do it.
It's going to be especially tricky, because I'm doing an asymmetrical
playfield in reflect mode. So the second write of PF2 has to land right on
the exact cycle.
It's going to be a little while until I get to this part of the coding, but
I'll let you know how it goes.
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