Subject: Re: [stella] Jumpman: Easy Does It From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Fri, 17 Sep 2004 16:02:08 +0200 |
Hi, Manuel wrote: > Thanks! Attached is the promised update with structure changes applied. > Costs 28 bytes of RAM for this level. I guess I can reserve half of > Stellas RAM for stuff like that, so next I'll sort out the levels that'd > require more than 64 Bytes for structure changes. So, how are you doing that if not by using asymmetric PF graphics? > BTW: This more or less kills the vb idea for more colors I think. As I > understand, it'd require twice the data(?) so in this case twice the RAM... Sorry, I do not understand (but I would like too ;-) > Hm... no flicker on Jumpman, but probably worst case scenarios where it > can go down to 20 Hz for bombs/ropes and enemies on certain levels. With assymetrical, non striped playfields, you won't be able to reposition at all. So, how about striping it? > I fear I'll end up programming 20 separate games, one for each level... ;-) Is there a link where I could see all those levels? And which do you think may be doable and which not? I must admit I never played the game long enough to get very far. Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ____________________________________________________ Aufnehmen, abschicken, nah sein - So einfach ist WEB.DE Video-Mail: http://freemail.web.de/?mc=021200
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