Subject: [stella] Generic kernal or just build a game? From: stella@xxxxxxxxxxxxxxx Date: Sun, 14 Mar 2004 17:31:23 -0600 |
Hi all, I've been trying to build a flicker kernal on my own for a few days with limited success (read "complete disaster"). My goal is to build a "smart" flicker kernal that's generic enough to allow 0-n sprites at the same time (where n is a reasonably small number) but I can't get the code to render more than one non-overlapping sprite without crossing the wsync boundary... even with line skipping. The code that's eating up cycles like crazy is related to the flexibility I'm trying to build in. Flexibility that's needed in a generic kernal. Although I'm still pretty new at this, I'm not new to programming and solving problems. I've been making a lot of progress in the past couple of weeks. Still, I know there's some really wizardly stuff that you experienced programmers do that is simply beyond my current understanding. Like, I love the concept of generating and executing code in RAM, but the examples I've seen are over my head. (TIA tricks.) Anyway, my question is: Is it worthwhile to build a generic kernal or should I dive right into game-specific kernal development? I've built a two-sprite/one-missile "game" already (who hasn't, right?)... I'm just trying to decide what project to take on that's not too ambitious for me at this point. -Lee ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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