Re: [stella] invaders idea

Subject: Re: [stella] invaders idea
From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney)
Date: Sun, 13 Apr 1997 16:25:15 GMT
>I don't know exactly how you are drawing the playfield, but you are
>working with the Starpath environment so you do have RAM and more space to
>work with.  It seems that you could store two copies of invader shape data
>(FRAME 1 and FRAME 2) and just substitute it at the necessary rate like a 

I'm intending to release it on cartridge, so I'd rather not use the
Supercharger RAM.

>There may be a better way of implementing playfield graphics when working
>in the Starpath environment.  You may be able to simply manipulate
>everything at the bitmap level (writing to Starpath RAM) and refresh the
>playfield registers at regular intervals so that you don't have to play
>any of the normal CPU-intensive playfield manipulation tricks.  If doing
>it this way is a lot less CPU-intensive then maybe you'd free up enough
>cycles to color-stripe the playfield more radically.

I'm already refreshing the playfield as fast as I can during the kernel..
LDA Invaders,Y / STA PF0 is the fastest way to do it, unless I unroll the
entire display-invaders-block loop so I don't have to index with Y.  No
matter how I store the playfield, it'll take at least 36 cycles per line,
and 42 if I index on the LDA.

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