Re: [stella] Angular movement

Subject: Re: [stella] Angular movement
From: Glenn Saunders <mos6507@xxxxxxxxxxx>
Date: Fri, 16 Jan 2004 01:33:55 -0800
Okay, I've got it now.

http://www.homebrewgames.net/thedig/tools/animation.cfm

I had to swap the Vx and Vy labels in the process.

Now my cars move very similarly to the jets in Combat, so I'm pretty sure the table this page spits out matches some code in combat somewhere. The end result is that up/down is exactly 1 pixel per frame but left and right are slower due to the aspect correction. I also have a problem where it looks like 1 frame out of 256 it "stutters" when moving up and down which might need some kind of special-casing. I think a lot of games have that glitch, btw... It looks familiar.

I'm leaving it decimal since DASM can handle it fine.

Check it out.

I'm not signing the bytes because I add or subtract based on the rotational index value. That way maybe I'm getting a bit more accuracy out of the angles.

It's about time we had a tool like this so we don't keep reinventing the wheel :)


At 12:19 AM 1/16/2004, you wrote:
Just use the Windows calculator, multiply your result with 256 and
convert the number into hex.



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