Subject: Re: [stella] Supercharger RAM - why the reluctance?? From: crackers@xxxxxxxx Date: Wed, 18 Jun 1997 11:06:09 -0400 (EDT) |
In article <Pine.BSI.3.95.970617195915.18808A-100000@xxxxxxxxxxxxxxxxxx>, you wrote: >Other than making a cartridge I don't understand why you wouldn't want to >use the Supercharger's generous 6K RAM. Is holding a physical cart in >your hands so important that you'd sacrifice resolution for a game that >seems to cry out for a decent res dynamic bitmap? ~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~ Eh!? How does "Life" cry out for a dynamic bitmap? This was a game that was done with reversed spaces for graphics. It seems to me that the playfield graphics are more than up to it for this game. But you're right, to keep track of everything I think you will need to use the Supercharger's RAM. Using the playfield graphics at 4 scanlines each block will give you a nice 40x40 display which will be 1600 bits to keep track of. Sounds like a job for the supercharger to me. The last message about computer life started giving me some ideas about the game. Using the playfield graphics for the cells means you'll have the sprites, ball, and missles free for... ...other interesting uses. The gears in my head are already spinning on some variations for Life. As for releasing games on Supercharger CD... man, those burners are really starting to come down in price! Might soon be able to home spin them as easily as cassettes. CRACKERS (It's alive from hell!!!!) -- Accordionist - Wethifl Musician - Atari 2600 Collector | /\/\ *NEW CrAB URL* http://www.hwcn.org/~ad329/crab.html ***| \^^/ Bira Bira Devotee - FES Member - Samurai Pizza Cats Fan| =\/= -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
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