Subject: Re: Re: [stella] Bit flip From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Mon, 10 Sep 2001 11:04:31 +0200 |
Glenn wrote: > To be more specific, I'm starting to think (getting ahead of myself, before > I even have a working kernel) of how to translate an X/Y coordinate of a > collision into a playfield bitmap RAM write. Because the playfield > registers are stored in alternating normal and reversed bit order I can't > just write directly. I need to potentially reverse the bit order before I > OR it with the proper RAM location. If I understand you correct, you are calculating that bit for the normal PF-registers, and THEN you decide, if you have to reverse it. Why don't you calculate the values for the reversed PF-registers directly? Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | _______________________________________________________________________ 1.000.000 DM gewinnen - kostenlos tippen - http://millionenklick.web.de IhrName@xxxxxx, 8MB Speicher, Verschluesselung - http://freemail.web.de - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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