Re: [stella] BAStella Language Reference V0.000000001

Subject: Re: [stella] BAStella Language Reference V0.000000001
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Wed, 21 Nov 2001 08:50:42 -0800
At 10:46 AM 11/21/2001 -0500, you wrote:
That's the question.  You can do, what, Combat and Adventure with it?
(Actually, maybe even Gunfight with static reflected PF :) )

You can do a lot more with it, you just have to write a generalized engine for it.


There are a lot of different types of kernels one can write, and there is no reason a more complicated kernel type couldn't be supported, whether it be a vertical separation style kernel ala Oystron or a flicker kernel ala Ms Pac Man.

The trick in all this is the combinations and making sure the timing works. There will be a lot of undoable combinations and the compiler will be constantly balking. Or the combinations might be doable, but only with hand-tuned assembly, not a wizard. The type of kernel I'm trying to do in Death Derby is a good example of that.

The 2600 is always so close to the edge of its theoretical limit in performance that it's hard to leave it to an automated compiler.


Glenn Saunders - Producer - Cyberpunks Entertainment Personal homepage: http://www.geocities.com/Hollywood/1698 Cyberpunks Entertainment: http://cyberpunks.uni.cc

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