Subject: Re: [stella] Confused newbie... From: Kevin Lipe <kevin.lipe@xxxxxxxxx> Date: Thu, 7 Oct 2004 15:32:10 -0500 |
> You might also want to look at the archives for source samples. This > helped me out a lot. The archives are full of information. I hope they get > updated soon. Yeah, I've been meaning to do that, and also through all the available disassemblies... I've looked at a few (Air-Sea Battle, Cosmic Ark, and Dragonfire) and what I've seen has helped me, but... I guess this is pretty tough to do, and thats why not very many people do it (VCS programming, that is) > > And I guess 37 scanlines is probably plenty of time for a pretty > > simple game like the one I've got in mind, i just wanted to see how > > the "pros" did it. > > I wouldn't call your game idea simple. From the description I read it > seems you'll be doing some variable flicker and positioning the 2 sprites > in the kernel (if you show the score too). This is true... The only other system I've done any programming for at all is the NES, and this would be a pretty simple game on the NES, so I guess that's what I'm basing this on... Maybe the score issue could be simplified by displaying the score after you die, like Yar's Revenge does? That would keep me from having to display it during gameplay... Maybe I should put this idea on hold and make some minigame-type things and simpler ideas before I start on this, my "masterpiece"? I don't really want to but, if it helps me to be a better programmer then maybe I should. Thanks again... I'm about to leave for a few hours but when I get back I'll start working on the game some more. Would it help me if I split all my DEX loops into individual scanlines with a DEY or INY so I could implement a good scanline counter, and also have the code broken up into individual scanlines that I can cram code into as I need to? Seems like none of the games I've seen have those loops in them because they're all taken by calculations... Thanks! kevin
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