RE: [stella] My very latest trick :-)

Subject: RE: [stella] My very latest trick :-)
From: "Albert Yarusso - AtariAge" <albert@xxxxxxxxxxxx>
Date: Mon, 9 Dec 2002 13:57:29 -0600
Hi Thomas!

I just ran this demo on a 20" Sony WEGA television and the flickering isn't
that bad.  It would be helpful if the entire screen was filled top to
bottom, instead of just two rows of tiles.  But it does look very promising,
and also has implications for games beyond Boulder Dash!  I'm a huge Boulder
Dash fan (definitely in my top-ten favorites list for 8-bit games) and it
would be amazing to see it pulled off on the 2600.  :)

 ..Al

> -----Original Message-----
> From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On
> Behalf Of Thomas Jentzsch
> Sent: Monday, December 09, 2002 1:27 PM
> To: [stella]
> Subject: [stella] My very latest trick :-)
>
>
> Hi,
> for a long time, I have been thinking about a Boulderdash for
> the 2600. There are many problems (e.g. RAM) which are hard to
> solve. And then I had no idea how to display nice graphics.
>
> Over the weekend I found some time, to make a quick hack of an
> idea, that was in my head for months now.
>
> Like in my old RESPx example, I'm showing the PF and BK color
> and use black players to produce the graphics. But this time
> I'm displaying 2*6 (flickering) players that can have different
> shapes. Each player can use one of the two colors (plus black),
> but only with the lower PF resolution (4 pixel/color).
>
> The current demo is a only a very quick hack. Due to the very
> tight timing, the final code will require to run in RAM
> (selfmodifying code!) and I also haven't checked how much time
> it would cost to modify the code for a new line with different
> graphics.
>
> Tell me how it looks on a real TV please. Too much flicker? Is
> it worth investigating more time?
>
> Here is some code snippet:
> (VDELPx = 1, COLUPx = 0, COLUPF = $20)
>     ldx     #$24        ; 2
>     ldy     #11         ; 2
> .loopLeft2:
>     lda     #0          ; 2
>     sta     COLUBK      ; 3     @62 (@62..66)
>     lda     PF1TblL,y   ; 5
>     sta     PF1         ; 3     @70
>     lda     Border ,y   ; 4
> ;-----------------------------------
>     sta     GRP0        ; 3     @01
>     lda     Sand,y      ; 4
>     sta     GRP1        ; 3     @08
>     lda     Diamond,y   ; 4
>     sta     GRP0        ; 3     @15
>     lda     PF2TblL,y   ; 4
>     sta     PF2         ; 3     @22
>     lda     Diamond,y   ; 4
>     SLEEP   4           ; 4
>     stx     COLUBK      ; 3     @33 (@32..33)
>     sta     GRP1        ; 3     @36 (@36..40)
>     lda     Wall,y      ; 4
>     sta     GRP0        ; 3
>     lda     Rock,y      ; 4
>     sta     GRP1        ; 3
>     sta     GRP0        ; 3
>     dey                 ; 2
>     bpl     .loopLeft2	; 2³
>
> BTW: This would probaly become a Supercharger game. That's
> probably the only chance to find the necessary RAM.
>
> Have fun!
> Thomas
>

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