Subject: RE: [stella] Reflex Update (source and binary) From: "Lee Fastenau" <stella@xxxxxxxxxxxxxxx> Date: Wed, 10 Aug 2005 23:28:59 -0400 |
Doubling up responses... :) > From: B. Watson [mailto:atari@xxxxxxxxxxxxxx] > > Unfortunately I'm at work, and can't really play the game right this > minute... At least the title screen is nice (boss didn't catch me looking > at it :) Whew! Don't get caught! > > You can also hold Select or Reset at > > power-on to start in PAL60 or PAL50 respectively... this works on my > > SuperCharger, but I can't reproduce it in emulators. > > You can in recent Stella nightly builds [*]. Run the emulator like so, > from a command line: > > stella -holdreset reflex98.bin > stella -holdselect reflex98.bin > > The switch will be held until the first time you press it. > > There's also a -holdbutton0 option (left joystick fire button). Naturally, I just wasn't looking hard enough. Is there anything Stella _can't_ do?! Can it send me to Hawaii? (Finally! An opportunity to quote Tron!) For your entertainment: http://www.imdb.com/title/tt0084827/quotes > From: Aaron [mailto:stella-receiver@xxxxxxxxxxxxxxxxx] [...stuff about paddle english...] > Great! It makes the game much more interesting. That's good to hear. That algorithm took me _forever_ to finish. I wanted the reflection routine to be "smarter" than typical breakout reflection routines and the alpha releases of Stella 2.0 were invaluable in wrapping that up. I was a little anxious about how it would perform. [...stuff about multiple levels...] > It's very difficult to pick out a level you'd like to play, since the game > starts once you look at one for more than a second. I would definitely > change this. Yeah. Playing with it some more in an emulator, I found myself losing patience with the timing. I've got a lot to think about here... I'm even considering embedding level-skip more as an easter egg. It seems like instant access to all levels could weaken the game. I had thought of it more as a way for advanced players to skip the easy levels, but instead I'm probably going to use the difficulty switch to make the game more challenging for them. [...stuff about increasing ball speed...] > Seems ok. At least, I was usually finishing the levels before it got too > fast. That's not to say I didn't die a lot even when it was moving slowly > though. Thankfully there's quite a bit of wiggle room for fine-tuning the difficulty of the game. (ball speed, ball acceleration, level design, etc.) [And by "etc." I mean I can't think of anything else!] > One other thing, I liked the score graphics in the older versions better. > You > know, where zero was smaller than the other numbers? It looked cool. That's the first thing I changed when I got home today. :) I also managed to free up about 40 more bytes by optimizing a big SLEEP that was in a sensitive part of the kernel. Speaking of sleep, I need to catch up on some of that! Thank you for the great feedback! -Lee Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com
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