Subject: RE: [stella] Generic kernal or just build a game? From: stella@xxxxxxxxxxxxxxx Date: Sun, 28 Mar 2004 08:23:37 -0600 |
> Hi there! > > Cool stuff, looking good! > > > Suggestions welcome. Thanks! > > Uhm... angles other than 45° and some randomisation to prevent deadlocks? For this demo, both X and Y have a starting velocity between 1 and 3 pixels per frame. The angle and speed changes with each Reset you perform, but I didn't want either axis to have 0 movement. Unfortunately, since I'm dealing with whole pixels, I can't approach 90 degree intervals without zeroing out one of my values, resulting in a boring, predictable straight line. I think I see subpixel movement in my future. It shouldn't be too difficult to retrofit my existing code... err... but I've never played with 16-bit negative numbers in assembly before. I use this code to multiply an 8-bit number by -1: lda ballmx eor #$FF clc adc #$01 sta ballmx For a 16-bit number, let's see... lda ballmx+1 ; LSB eor #$FF clc adc #1 sta ballmx+1 lda ballmx ; MSB eor #$FF adc #0 sta ballmx This seems like it would work. I think the deflection code will still work even though the ball won't necessarily move every single frame. As for the deadlocking, the kind that you see in the binary I had included shouldn't be a problem. I'm more concerned about a mostly-cleared board having 1 or 2 unhittable bricks. In that case, a gradual velocity shift/increase should do the trick. Also, I think adding english to the paddles will be easier with subpixel movement. Thanks for the feedback (and for listening to me think out loud). -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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