Subject: RE: [stella] Generic kernal or just build a game? From: stella@xxxxxxxxxxxxxxx Date: Tue, 30 Mar 2004 01:12:04 -0600 |
> > So for the purpose of determining which tombstone to "turn on" you > > really treat the playfield as half resolution (16 cells across rather > > than 32, the edges aren't used). > > Easy then, adding one more LSR for dividing the xpos by 8 instead of 4 > should do the trick for you as well. Sounds like something you'd do for double-wide bricks. Mine were single-wide. But I was just thinking about how to make them double-wide. Just change this: bitTable byte #%00000001 ; Thanks Manuel! :) byte #%00000010 byte #%00000100 byte #%00001000 byte #%00010000 byte #%00100000 byte #%01000000 byte #%10000000 to this: bitTable byte #%00000011 ; Thanks Manuel! :) byte #%00000011 byte #%00001100 byte #%00001100 byte #%00110000 byte #%00110000 byte #%11000000 byte #%11000000 I think I'm going to make the brick width a player selectable option. Attached is a slightly modified binary that demonstrates double-wide bricks. -Lee
Attachment:
reflex08.bin
Description: Binary data
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Generic kernal or just, Manuel Rotschkar | Thread | Re: [stella] Generic kernal or just, Manuel Rotschkar |
Re: [stella] Reflex binary and sour, Albert Yarusso | Date | Re: [stella] Generic kernal or just, Manuel Rotschkar |
Month |