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 >page-flip. 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. -- Archives available at http://www.biglist.com/lists/stella/archives/ E-mail UNSUBSCRIBE in the body to stella-request@xxxxxxxxxxx to be removed.
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