[stella] Playfield ram usage
Subject: [stella] Playfield ram usage|
From: "Glenn Saunders" <cybpunks@xxxxxxxxxxx>
Date: Tue, 21 Aug 2001 16:35:09 -0700
All this talk about Arkanoid and RAM usage has me thinking more and more
about my Death Race game and the strategies in saving RAM there.
I'm only using PF1 and PF2 so that means 32 bits per row and I'd like to
have about 23 or so rows, about 8 pixels tall, which brings me up to about
100 bytes RAM usage. When I add in all the rest of the gamestate, which is
4 X/Y positions, the score, etc... that doesn't leave much breathing room.
The thing is, I will never fill up the entire screen with tombstones.
If I know, for instance, that I will never have more than 32 tombstones,
then I could store it in 32 bytes as a list of tombstones, the value of
which is an index to a pixel.
The problem is having to convert these indexes on the fly during the kernel.
Assuming the list is sorted, it needs to scan through them in a loop, then
convert a number to a bit in a playfield register to turn on, then continue
the loop, turn on another bit if necessary, etc...
I don't think this can be done on the fly without sacrificing sprite logic
on those scanlines, and while I'm not going to reposition the players, I do
intend to alter the missiles.
Is there some way to do this in self-modifying code in RAM?
By Day - Web Developer - http://www.eUniverse.com
By Night - Producer - Cyberpunks Entertainment
Personal homepage: http://www.geocities.com/Hollywood/1698
Cyberpunks Entertainment: http://cyberpunks.uni.cc
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Archives (includes files) at http://www.biglist.com/lists/stella/archives/
Unsub & more at http://www.biglist.com/lists/stella/