Subject: Re: [stella] More flicker, please From: Manuel Polik <cybergoth@xxxxxxxx> Date: Mon, 07 Oct 2002 10:44:43 +0200 |
Hi Thomas! >Manuel wrote: >>No, reflections can be handled. The main problem I see >>with ANDing and most of the other solutions you >>mentioned (set aside the cycles I don't have for the >>moment) is that it'd reduce the the visible space for >>another 16 pixels on both sides. So it'd be reduced from >>128 to 96 Pixels. >No, see below. I try to, but I don't get it :-) >>>- Or use the trick with all HMOVE-blanks on the left >>>side. They would mask 8 bits. >> >>But not 16. >Yes, but it might save you some ANDs. And you could disable >completely invisible object halves by making that player black. >Then 8 pixel should be enough. Ah, here is where you don't know the whole problem. The stuff my engine can display is allowed to have 128 different horizontal positions. It's a miracle that this is working at all and that I managed to get these centered. Expanding that system to both sides for another 15 Pixel would certainly break the repositioning code. Plus it'd complicate other game / kernel inside logic a lot, because all is set up, planned and prepared for 128 Pixels width, even the radar. But, I was wrong on another thing, it's not reduced to 96 Pixel width, but 96+16, since I forgot to add the ships width. I might give this a try... >I meant a *visible* window border that masks the objects and >doesn't reduce the size at all. Oops, sorry. I got you wrong here. But still it has to reduce the size for 15 Pixels on each side. Or am I not getting yet another thing? We're still just ANDing, not RORing, right? :-) >>I can reinstal the code I had so far and you can give it >>a try, if you really like to do that. I didn't get it, >>neither with try & error nor with thinking about it. >If you comment the important parts... ;-) Ok, I'll do my best :-) >>Hm... it requires 2 extra lines for the kernel to >>determine wether the next ship is ready for >>repositioning. I assume these are part of the "blind >>spot" problem I mentioned. But, all I could do was >>shifting it :´-( >I still see no technical reason, why you can't show objects >that startt before the top. You can setup all variables outside >the kernel. >Where is the problem? Has it something to do with the sorting >algorithm? No, that works fine. Just I don't get a smooth transition done between the point where still the half sprite is done and where finally the kernel kicks in. Any object starting at a certain range inbetween these two points get's invisible. So there's a blind spot for any ship of any size. That's what I meant, I hope this time I'm making myself more clear. Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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