Re: [stella] Combat programming

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.


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