Subject: Re: [stella] Jumpman: Easy Does It From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Fri, 17 Sep 2004 22:51:22 +0200 |
Manuel wrote: > Timed overwrites of PF0/1 where required. The whole screen is devided in 5 > separate kernels, with the two variable sections being specialized to this. Sounds like a kernel puzzle. :-) > Two make the structure blue and the ladders yellow, I'd need to double the > data and split it into structure/ladders only, alternately displaying > those and adjust the colors accordingly. That's what Paul suggested I > think. Something like flickering sprites at 30Hz. I see, maybe you could also mix yellow and blue. But why would that double the RAM usage? Are the levels that much changeable during play? > There might be empty areas for this as well, or partially mirrored areas > (like in Venture). Also, not all screens require multiplexed enemies. I see. So you develop specialized kernels, vertically separate the screens and use those kernels there. Right? > There you go: What are the major problems which would stop you from doing them? >> I must admit I never played the game long enough to get very far. > Shame on you! ;-) I know. But I played Thrust instead. :-) Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de |
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