Subject: Re: [stella] Poker Solitaire From: "B. Watson" <urchlay@xxxxxxxxxxxxxxxx> Date: Fri, 16 Nov 2001 22:59:29 -0500 (EST) |
On Fri, 16 Nov 2001, Roger Williams wrote: > > Joystick movement is a little wonky (try it) > > You need to reset the debounce counter at the moment the joystick > is pushed in a new direction. Right now you're just keying in to a > slow background counter and the initial reaction could occur > immediately or after a time interval, depending. (Fire button also > seems to have this defect, it should respond immediately regardless > of the background debounce timer's state.) > Debounce counter... now that'd be an idea :) > > I haven't tested it on real hardware yet. > > I'm not feeling that energetic, as I have to burn a 2532. If nobody > with a Cuttle Cart does it, I'll do it tomorrow. > Actually, about half an hour ago, I did burn an EPROM... Somewhat to my surprise, worked perfectly the first time. However... I'd love to find out how well it works unmodifired on a PAL console, which is a thing I'll probably never have.. > > And maybe the worst problem of all: The entire game only takes up the > > right-hand side of the display. > > I don't see this as a problem. Stick some playfield bars there to fill > up the real estate and don't sweat it. The text in Stellar Track > doesn't fill up most of the screen, either, and the game is perfectly > understandable and potentially playable. > If I had enough CPU cycles left, I'd want to put a score table over there.. P=1, 2P=3, 3K=6, etc. etc.. highly abbreviated, but maybe still useful. > > Unless you find you need it for something else, ROM is cheap :-) > True enough. I've still got >1.5K left of a 4K ROM, which should be plenty for the scoring routine... though I'm still having trouble with the algorithm itself (if you get 3 of a kind, it has to not also count as a pair... if you have 10 J K Q A, that's a straight, and so is A 2 3 4 5...) > > Definitely cool. The shuffling impression is perfect. You can't get > this kind of animation on a bitmapped display without 100+MHz > processing. > Now if only I could figure out how to do that with a real deck of cards :) > > So as usual, asking everyone for their opinion... does it suck? if so, > > can it be made to suck less? Does the fact that the display only takes > > up half the screen really matter? (this is a matter of taste I guess). > > Run with it. Frame it with some PF graphics if you find it tooooooo > boring but a lot of 2600 games waste screen real estate. The > concept itself shows a lot of promise. > It's good to hear it... hopefully this will be my first finished VCS game, and hopefully before I pull all my hair out... as far as the PF graphics go, that's the tricky part: the red & black foregrounds of the cards are actually the playfield, `showing through' the unset bits in the players. So during the left half of each scanline, I have to pre-load GRP0/1, A, X, Y with sprite data, do whatever I'm going to do with the left half of the PF, and load PF0/1/2 with the right pattern of black & red... that's why the cards are shoved over to the right, because I need almost all of the left half-line to get ready to draw the right half... Actually, looking at the code, I've got 6 wasted cycles in that loop, with the possibility to squeeze 2 more out by moving the LDA #0 to before the WSYNC instead of after... Hmm. 8 cycles would be enough for LDA (ptr),y STA PF1 ...and in fact if I'm doing that, I don't need to store a 0 in COLUPF, which gets me 5 more cycles.. hey! Ever notice you think better when you're talking something out (even in email)? B. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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