Subject: Re: Ten digit playfield routine, was: [stella] 20 columns ofalmost-readable text From: "B. Watson" <atari@xxxxxxxxxxxxxx> Date: Sat, 15 Sep 2001 16:39:34 -0400 (EDT) |
On Fri, 14 Sep 2001, Jake Patterson wrote: > > Well, I guess I had similar ideas for how to cope... you managed to outdo > my efforts, however. All I came up with is a ten digit numerical > playfield routine. There is no flicker, but it is interlaced in more or > less the same way as the scores in Space Invaders. It simply displays the > even placed digits on even scanlines and the odd placed digits on odd scan > lines. I set it up to count frames like an odometer. It could probably > be adapted to alphanumerics fairly easily. There is enough time left over > to read a color for each pair of scan lines from a table. The digit > bitmaps are also read from a table, 205 byts of ROM for the tables, plus > considerably more for the code, since the kernel is partially unwrapped. > Don't know if I'd say mine `outdoes' yours... if I had to guess, I'd say at least 9 out of 10 random video game players would say yours is a lot easier to read :) You know, I've played 2600 Space Invaders for years, and never noticed that the player scores were offset from each other by a scanline, until I started learning to write 2600 code... Brian --- If a trainstation is the place where trains stop, what is a workstation? - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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