Subject: Re: [stella] Collaboration From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx> Date: Fri, 17 Jan 2003 22:10:37 -0800 |
Hm, that might be an option, though I think a ball would be a *lot* more flexible. 1 or 2 pixel wide objects aren't possible then anymore.
With "every row", I hope you mean every row *between* the tombstones. Right? ;-)
The main problem here will be that we already have 4 (maybe 3) complete 2L kernels (~130 bytes/each), each including two (one for the tombstone rows and one for the space between) complete kernels. That makes eight 2L kernel codes already [~1000 bytes). Your idea would raise that number up to 20(!) kernels (~2600 bytes).
If you don't care for the color gradients, that's very easy to code.
The biggest problem for me now is to avoid those nasty tearing effects that happen when you change a register while the object is drawn.
With four object writes within two lines that have to happen nearly completely outside the visible screen this is not an easy task.
Therefore it's IMO a MUST to avoid them (even if we have to give up the single pixel Y-positioning of the zombies).
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