Subject: RE: Odp: [stella] AOTM AFOS New Version From: "Mark Jindra" <markjindra69@xxxxxxxxxxx> Date: Fri, 02 Jul 2004 16:05:58 -0700 |
From: "Shrek" <matzieq@xxxxxxxxxxxxxx> Reply-To: stella@xxxxxxxxxxxxxxxxxx To: <stella@xxxxxxxxxxxxxxxxxx> Subject: Odp: [stella] AOTM AFOS New Version Date: Fri, 2 Jul 2004 21:46:23 +0200
2) When I added couple of instructions to the overscan, the ufo was behaving weirdly. It changed X pos. by a few pixels from time to time. Why? Does it mean that overscan is full of code? I thinked of adding some variations to the game, like faster missiles, missiles that keep Xpos with ufo, or missiles that chase player. If the overscan is full, where will I insert all these?... poor me.
OK, I think I figured it out. It happened also when I added some game data What I think is: when I put some more data after the ship, or in the overscan routines, I made distance between UFO positioning code, and it's data longer - and probably, the loading instructions took more time, 'cause they had to cross the page boundary. So when I changed place of the UFO data, everything got back to normal.
Am I correct?
Maciej
Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com --+---------------------------------------------------------------- You are subscribed as: markjindra69@xxxxxxxxxxx To unsubscribe, send email to: stella-unsub-185950@xxxxxxxxxxxxxxxxxx Or go to: http://stella.biglist.com/unsub/stella/markjindra69@xxxxxxxxxxx --+--
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] AOTM AFOS New Version, BadPandaBear | Thread | Have you ever run your games throug, Dennis Debro |
Odp: [stella] AOTM AFOS New Version, Shrek | Date | Re: [stella] AOTM AFOS New Version, Kroko |
Month |