Subject: Re: [stella] Games to be shown in the documentary From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Wed, 7 Jan 1998 08:35:26 -0500 (EST) |
> How many cycles does it take to move a pointer to different shape data? More than zero. :) > If it isn't many, do you think it's theoretically possible to optimize the > kernel to free up those cycles, perhaps if SC RAM is used as a bitmap > instead? Um. If SC RAM is used to store the "bitmap" of the invader formation... you get some cycles (less calculating needs to be done during kernel display), but I couldn't tell ya how many. Probably enough to do a real explosion... though you'd need to rework the entire storage and display of the invaders. > > acting as an explosion. Maybe one or two more bytes for random number > > generation, if there isn't one already. There is a random number generator already, though it uses 4 bytes of RAM. > The problem with the missile is that it results in one big ugly box, which > isn't much more appealing than the invader just disappearing. If you could get the missile to match the shape and position of the invader it just hit, you could make the invader appear to fade out rather than explode, which might work. -- Stella list is Administered by krishna@xxxxxxxxxxxx <Glenn Saunders> Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html +-shameless plugs-------------------------------------------------------+ | Stella documentary at http://www.primenet.com/~krishna | | Nick's VCS links via http://www.primenet.com/~nickb/atariprg.htm | | Write the best game, win framed autographs of famous Atari alumni!! | +-----------------------------------------------------------------------+
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