Subject: [stella] re: 12 chars/line!? From: jimn8@xxxxxxxxxx (Jim Nitchals) Date: Wed, 24 Sep 1997 10:15:59 -0700 (PDT) |
Piero writes: > > ...a variable width font seems a bit too much for the 2600... :-) It was. I wanted to avoid ugly effects on W,N,M but they turned out OK. > The "classic" score routine can draw 6 digits, that is 6*8=48 pixels/line. Nope, the playfield is only 40 pixels wide, not 48. Are you talking about using 3x copied sprites and rewriting them on the fly? > XX...X..XXX.XX...X.. > X.X..X..X...X.X.X.X.... etc etc.. > XX...X..XXX.XX..X.X. > X....X..X...X.X.X.X. > X....X..XXX.X.X..X.. > > That would allow 48/4=12 charachters per line (without flicker)! > > Can it be done? Or -better- has it already been done? 40/4 = 10 characters per line. It's done. Processing the bitmaps only allows 6 or 7 lines of text per screen (there's not enough RAM to keep the bitmap around for more than one line of text at a time!) I kept it to 6 lines to allow enough free room for the password and user-editable plaintext/cyphertext. Stretching rows 2 and 4 of the text gives it better shape without taking up extra room in the bitmap (6 bytes of playfield x 5 lines.) My core text engine would be quite suitable for a Wheel of Fortune or similar game (there's CPU time to do player graphics.) Off to try player graphics to get 48 pixels wide, - Jim -- 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
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
[stella] 12 chars/line!? (was: re: , Piero Cavina | Thread | Re: [stella] 12 chars/line!? (was: , Greg Troutman |
[stella] 12 chars/line!? (was: re: , Piero Cavina | Date | Re: [stella] 12 chars/line!? (was: , Greg Troutman |
Month |