Re: [stella] yet another Asymmetrical playfield

Subject: Re: [stella] yet another Asymmetrical playfield
From: KirkIsrael@xxxxxxxxxxxxx
Date: 30 Aug 2003 13:30:49 -0000
> At 08:59 PM 8/29/2003, Glenn wrote:
> >I was wondering, why was Glenn so hot to do
> >reflected assymetrical playfield...
> 
> It was easier to encode the playfield bitmap to 4 8-bit wide playfield 
> register writes, leaving a single write to PF2 for both sides of the border.

First off, your quote of my text makes me realize I mighta 
sounded more like a punk than I meant to...trust me, I trust your
reasons for stuff I don't understand more than I trust my own
stuff.  I started to get the reasons why you went that route
as I dug up the thread in Stella, but it was late when I wrote that.


> It is still necessary to blank out the playfield every other line to be 
> able to do all the sprite stuff so you can see how cramped the timing is.

Blank out the playfield? Does that leave holes?
(looks at screensot) Guess so--but it looks pretty good actually,
scanlines are pretty small, it's a decent effect.

Even though in retrospect it was painfully "well duh" obvious, I 
had to learn the hard way that you *have* to draw (or not draw, 
in your case) an assymetrical playfield every scanline, unlike 
players you can't say "oh I'll just get a taller graphic by 
keeping the values in the playfield registers..."

Oh, and I just went back and caught up on some of your journal
entries, Glenn.  You did a nice job explaining things, much
better than the JoustPong journal (which saves most of its
'splaining for 2600 101)

Cheers,
Kirk
-- 
KirkIsrael@xxxxxxxxxxxxx    http://kisrael.com
 Indeed, the Russians' predisposition for quiet reflection followed by 
 sudden preventive action explains why they led the field for many 
 years in both chess and ax murders.  --Marshall Brickman, Playboy 4/73


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