Subject: Re: [stella] Combat programming From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Mon, 3 Mar 1997 18:37:02 -0700 (MST) |
> >While it was well designed, I noticed a few inefficiencies. I offer them >not as criticism of Combat, but as little hints on building better 6502 >code: I noticed first and foremost that the code examples you provide have better variable/label names than any of my files. What file are you using, or is it your own creation, or a hybrid of yours and someone else's, or what? >Last, there's definitely code in there to flash an LED wired to bit 4 of >port B when the game is over. Presumably Atari ditched the LED to save >money. I still think that it sets a data direction register of some kind. There is a reason you can't control the tanks while the game is over, and it's a different reason than the reason why you can't control them when your opponent is exploding. When Player 0 explodes, Player 1's forward velocity remains at whatever joystick position it had before, but when the game ends, both joysticks are frozen to a centered position. I'll try removing it and recompiling. >Overall, Combat *IS* an example of really good programming. There's very >little wasted code, and what's there does a lot for being only 2K. > >There should be plenty of time left during vblank to do AI for a one >player mode. Does the computer get to cheat during invisible tank mode >and know where the player is, though? ;) Perhaps it could pursue the last known position, or an extrapolation thereof. Another source of time could be the overscan area. Think about it. -- To unsubscribe, send the word UNSUBSCRIBE in the body of a message to stella-request@xxxxxxxxxxx
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