RE: [stella] Fastest missile/ball draw

Subject: RE: [stella] Fastest missile/ball draw
From: Chris Wilkson <ecwilkso@xxxxxxx>
Date: Fri, 25 Feb 2005 22:54:49 -0500
A page is 256 bytes, BTW.

-Chris

On Fri, 25 Feb 2005, Bob Montgomery wrote:

> Problem with this is: for each different height of the missile you would need another giant table.
>
> And if you are using most of the screen for your display, > ~128 scanlines, depending on missile height, then you have page-crossing which creates timing issues.
>
> On the other hand, for the specific thing I'm playing with right now, I have a 2LK covering 128 scanlines, so my Y-counter only goes to 63 - so my tables would easily fit in a page.  Could get two in a page.  And I have big giant tables of color data, where the lowest bit is unused, so I could reuse those tables, and in-kernel do this:
>
> lda (),Y
> asl
> sta ENABL	;+10
>
> Hmmmm....
>
> -bob
>
> -----Original Message-----
> From: Dennis Debro [mailto:dennis@xxxxxxxxxxxxxxx]
> Sent: Friday, February 25, 2005 1:13 PM
> To: stella@xxxxxxxxxxxxxxxxxx
> Subject: Re: [stella] Fastest missile/ball draw
>
>
> Hi Manuel,
>
> > Well, if you have the ROM space, a faster way is always:
> >
> > LDA (ballPointer),Y
> > sta ENABL
>
> BTW, this is what Berzerk does. It re-uses the maze data for this.
>
> Take care,
> Dennis
>
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>


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