Re: Aw: Re: Aw: [stella] Stelladoc v2 status report
Subject: Re: Aw: Re: Aw: [stella] Stelladoc v2 status report|
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Tue, 02 Oct 2001 10:11:58 -0700
At 06:13 PM 10/2/2001 +0200, you wrote:
Part B: Advanced stuff
We might want to separate advanced stuff from a "tricks" section. Some
stuff I think classifies itself as a trick.
7. Player Multiplexing Strategies
7.1 Horizontal Multiplexing
7.2 Colbert Multiplexing
There should also be a section on Starpath tricks, like how the Suicide
Mission kernel works, or how the option screen in Commie Mutants works (I
vaguely recall an explanation on that).
Also maybe how Stellasketch works.
8. Advanced Missile Graphics
8.1 Missiles as Players
Another missile trick is trying to achieve independent color for the
missile vs. the player as it is done in Gunfight.
And you have the way missiles/ball are used to fill in playfield in stuff
like Radar Lock or Mindmaster, anything with smooth diagonals.
9. Advanced Playfield Graphics
9.1 Cycle 46 Trick
There is a lot of stuff there regarding playfield bitmaps to do.
Playfield scrolling (vertical ala River Raid or horizontal ala Jungle Hunt
or hybrid ala Thrust) and playfield collision/destruction ala
Gunfight/Canyon Bomber, etc...
There should also be a thorough discussion of the Galaxian multisprite trick.
Also a section on how to control banking and guidelines in how to segment
code for banking. That hasn't been discussed much on the list yet.
Also strategies on self-modifying code in RAM.
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