Subject: Re: [stella] Experimental Text Screen From: Adam Thornton <adam@xxxxxxx> Date: Fri, 24 Jan 2003 21:21:33 -0600 |
On Sat, Jan 25, 2003 at 12:17:22PM +1100, Andrew Davie wrote: > The depth my system can do is actually only a function of available RAM... > it takes 12 bytes per text line. If you have a single line at a time, then > you need to reload those 12 bytes with appropriate pointers for the next > line - and reposition the sprites, etc., which gives about (say) 5 scanlines > inbetween each text line. You can, however, pre-load multiple lines (the > current sprite system does 6 lines) for a total of 6*12 = 70 bytes of RAM. > So you could do your text as two groups of 6-lines each, but with a much > larger gap between them, as you need to recalculate 70 bytes between - > probably 20 scanlines or so. > Currently each text line is 16 scanlines deep. This is adjustable. Assume > 8 is all that is needed, and that we can redo the RAM pointer loads in 5 > scanlines, then that's 13 scanlines/row... so I don't see any major obstacle > to having a 20-line display. Well, except the RAM usage. I need to go through ScottFree and see how little I can get away with for one of the early ones, say, Adventureland or Pirate Island. You need a Location line/status bar at the top, for which I think a single line should suffice, and a command prompt (another single line) at the bottom. You could probably make do with an 18x6 or smaller region in the middle, as long as you had a <more> sort of prompt. Adam ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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