Re: [stella] more exciting that even that! WAS: JoustPong: more exciting than ever!

Subject: Re: [stella] more exciting that even that! WAS: JoustPong: more exciting than ever!
From: Glenn Saunders <mos6507@xxxxxxxxxxx>
Date: Wed, 25 Feb 2004 22:35:16 -0800
At 09:41 PM 2/25/2004, you wrote:
  Now, brute force, I probably still have enough ROM space
  to have two kernals...one for pterry wing up, one wing down.
  But that is BRUTAL, and if someone can show me a way to
  avoid that, I'd appreciate it.

Even some early games copy the sprite shapes to RAM before every frame. I don't like using that much RAM if I can avoid it but it is a lot faster that way. So try copying the proper frame of pterry graphics to RAM and pointing your kernel to RAM instead of ROM.


* Another issue, but a small and liveable one, is that when
  pterry cross a point about 3/4 over on the screen, each shifts
  down a pixel.  With the ball it's not noticeable, with Pterry
  a bit more so.

Thomas should be able to give you some good advice on this. He worked miracles in DD to avoid tearing and yielding full freedom of motion for all the objects which I thought was NOT going to happen.



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