Subject: Re: [stella] Asymmetrical Reflected Playfield From: Erik Mooney <erik@xxxxxxxxxx> Date: Fri, 21 Sep 2001 22:33:33 -0400 |
On Fri, 21 Sep 2001 15:41:55 -0700, you wrote: >For Death Derby I envision that PF0 gets written once at the start of the >playfield after the score, and then never has to be rewritten again across >the entire psuedobitmap screen. So I'd only have to do 4 writes to the >playfield registers. I could then have a 2-line kernel where on odd lines I >draw the tombstones and on even lines I quickly blank out the middle of the >playfield and load up the sprites. And hopefully in the spaces between >there will be enough time for the necessary logic involved in all this. The >compromise would therefore be for the tombstones to be striped, but the PF0 >border would still remain solid. > >I'd then only need 4 20-byte-long strips of RAM for each playfield write and >no last-minute bit shifting or masking would be necessary to get them onto >the screen. Have you given thought to stealing from Centipede? What if you set up the tombstones like the Centipede/Millipede mushroom field? Each byte in RAM actually stores two rows of playfield data, and you mask them with AND %01010101 or AND %10101010 . That halves your RAM usage. Then, what if you rigged it to have a little space vertically between rows of tombstones, again like 2600 Centipede/Millipede? Put two blank scanlines between rows of tombstones. Then in the two extra lines, do your masking calculations, doing a load/AND/store for each of the four playfield bytes to four RAM locations. Now, the code that does all the tight-timing PF rewriting only needs to make static zeropage loads at 3 cycles each, instead of longer indexed loads and worrying about loop control! That might even get enough cycles back to not have to stripe the tombstones. - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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