Subject: Re: [stella] My First Atari 2600 Game From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Mon, 07 Oct 2002 13:55:14 +0200 |
Christopher Tumber wrote: >But once I started fooling around with RESP0/RESP1 I got >hooked on creating the ultimate 2600 version of that classic >11x5 game... I had the very same idea a few months ago. >1) (Most importantly) As mentioned the last time this came up, if you align the sprites closest together with RESP0/RESP1 then when you remove a sprite, the previous sprite is shifted out of alignment to the left. It is possible to eliminate this shifting by spacing the spites a little further apart as I have done, however if you do that then a row of 11 sprites is extremely wide and there's no room for the Invaders to move left and right (A full row could move like 2 or 3 pixels back and forth). Yes, that was a problem for me too. I managed to get a few more pixels, but still maybe not enough. At least it where as many steps as Inv21 does. >2) With this wider configuration there aren't very many cycles per scanline to process other things (specifically the player's shot) - 4 cycles per sprite, plus any loop overhead and pushing values into GRP0 and GRP1 doesn't leave a lot left over. I'm not saying it'd be impossible but even with mine trimmed down 9 sprites it's an incredibly tight squeze. It is possible using selfmodifying code in RAM. >Heh, heh, only later did I realise that that couldn't be since Invaders21 is available from Hozer and I'd read a couple reference to how it and Inv30 run &etc. I went "Oooooooh! Dhuh!" and had to check the docs to find out which key mapped to the reset switch.... At which point I was able to check out the source for Inv30 and realise that it was possible to eliminate a sprite just by skipping the relevant RESP0 or RESP1.... Inv30? Haven't found that in the archives. >Anyway, this is geting rather lengthy as it is, so I'll wrap it up now. Attached is the most recent bin, should run fine on any emulator that supports the RESP0/RESP1 trick and real hardware (At least it runs fine on my Supercharger, haven't tried it on a real cart ROM but no reason why it shouldn't...) Looking really good. And as allways: If you need help in optimizing your code, just ask. :-) Have fun! Thomas ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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