Re: Aw: Re: [stella] Maze Craze and 650x
Subject: Re: Aw: Re: [stella] Maze Craze and 650x|
From: "Erik J. Eid" <eeid@xxxxxxxxx>
Date: Tue, 21 Aug 2001 19:01:40 -0400
At 05:17 PM 8/20/01 -0500, Paul Slocum wrote:
I wonder if the 2 player graphics could be used to display the gold and
silver bricks. The balls and paddle can be displayed using the missiles
and ball, so the player graphics would be free.
The player graphics would probably be taken up by the floating obstacles
and the capsules. For instance, if you hit a brick in the top row that has
a capsule, the capsule will have to pass all the other rows of bricks.
I think the biggest challenge wouldn't be so much in the display, but in
Capsules could be made random, and silver hits could be stored in a
separate array, making it 2 bits per block. And there could maybe be two
different layout configurations -- a wide short brick layout, and a tall
thin brick layout.
One possible solution I thought of was to represent all of the bricks as
single bits, but to read the bits in combination with data from the
original level table. This would prevent having to represent the entire
level at one time.
For instance, say you have 16 bricks across in one row. At the beginning
of the level, you have 14 bricks, except for openings on each side. This
gives you a bit pattern of 0111111111111110. The same row in the level
table would represent the colors of the bricks. Assuming a byte per brick
(for simplicity), you could have something like $00, $01, $02, $03, $04,
$03, $04, $03, $03, $04, $03, $04, $03, $02, $01, $00. When it comes time
to calculate the bricks to appear, you could determine which bricks appear
based on the frame (one through four, if there are four frames) and which
bits are active.
Timing constraints might creep in here, though. You might end up with a
couple of blank lines between rows of bricks just to be able to do these
. . \_ +\_ + o_-/ . O
. \-_o -=/- . .
. . \=// .
---------\_______ ||O ___.______
/* Erik Eid */ \____||L/\_____/
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