[stella] yeah, 2 line kernal, *that's* the ticket

Subject: [stella] yeah, 2 line kernal, *that's* the ticket
From: KirkIsrael@xxxxxxxxxxxxx
Date: 17 Sep 2002 03:15:27 -0000
So I was having weird "stretch" effects as I added a frame of 
animation to the players in JoustPong...
did some half-assed cycle counting, and realized I was well 
over the appointed 76 machine cycles.  Luckily, I had already 
noticed that my new pong characters were looking a bit squashed, 
(looking better when they were stretched in fact) so a two line 
kernal made everything all better!

(And even that I did in a half-assed kind of way, sticking in 
a bunch of NOPs.)

Man, I really am a bad programmer. I know that instead of the 
conditional logic I'm using, I should figure out how to store 
an offset to which sprite of animation I should point this 
frame, and derefence that, but what I have works, the two line 
kernal actually looks better than the single version did, I
got plenty of time to draw the ball, and I'm on my way.

Maybe some month I'll buckle down and learn SkipDraw...I have 
to admit it's likely better than my humble PlayerBufferStuffer.

But I'm happy to have solved my own problem, including the minor
variation on the stretch problem I previously had. -- tho that 
"bug" made a neat effect where it looked like the floor
shook the other player when the first player hit the ground.

Source and Binary available at http://alienbill.com/joustpong/


-- 
KirkIsrael@xxxxxxxxxxxxx    http://kisrael.com
   fight fire with napalm


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