Subject: Re: [stella] Some (newbie) precisions about Missiles and Ball From: "Eckhard Stolberg" <Eckhard_Stolberg@xxxxxx> Date: Fri, 7 May 2004 21:28:18 +0200 |
>> - Both Missiles and Ball can have 1, 2, 4 or 8 clock width. Right ? << This is correct. >> - Missiles can be displayed 1, 2 or 3 times on a same scanline : what is the clock width corresponding to the close, medium and wide space ? is it 8, 24 and 56 clocks ? << This is all correct too. But you have to keep in mind, that sprite copying only works for the missiles and players together. So if you set missile0 to 2 copies with close spacing, player0 will be 2 copies with close spacing too. >> - The Missiles size can be x2 and x4 : does this mean they can be 1x2 to 8x4 clocks width ? << No, this is for the players only. Missile width is set with bits D4 and D5 only and can be 1, 2, 4 or 8 clocks, as you mention above. >> - I haven't understand how works VDELBL. Anyone can explain me simply what to do with this register ? << With the ENABL register you can turn on and off the displaying of the ball. Only that there are actually two ENABL register, ENABL-1 and ENABL-2. When you write to ENABL, the data gets written to ENABL-1. When you write to GRP0 the data from ENABL-1 gets copied into ENABL-2. The VDELBL register lets you chose which of the internal ENABL registers gets evaluated for displaying the ball. The idea behind this (and the VDELPx registers) is that you can update the graphics for player0 in one scanline and for player1 in the next, but still be able to have single scanline motion for these objects. Ciao, Eckhard Stolberg ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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