[stella] Playfield ram usage
Subject: [stella] Playfield ram usage|
From: "Glenn Saunders" <cybpunks@xxxxxxxxxxx>
Date: Wed, 22 Aug 2001 12:21:35 -0700
While the approaches mentioned are innovative, they wouldn't work for Death
Even if you only had 32 maximum tombstones per wave, in theory, they could
all occur on the same row at once.
What I was thinking was generating the 4 bytes of memory every 8 or 10
pixels for each row by looking up data in an expanding list describing the
tombstones rather than encoding the entire screen in a bitmap.
I can see the encoding being put into some sort of array describing the row
and position of each tombstone as well as a total number of tombstones for
each row (to loop over).
Since you could potentially have every bit set in a row, or 1 or more bit
set in every row, it's hard to come up with an encoding scheme that is
efficient in all cases. You can't assume anything will always be blank, but
you know that a large portion of the screen will be blank (i.e. wasted RAM).
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