Subject: Re: [stella] Repository From: Greg Troutman <mor@xxxxxxx> Date: Mon, 23 Feb 1998 06:11:22 -0800 |
Nick S Bensema wrote: > > > 1- learn the basic concepts from the programmer's guide. And I mean > > "basic": don't waste time on VDEL, for example! What's the use of VDEL, > > anyway? ;-) > > It's my understanding that when VDEL is enabled, a player's graphics don't > change immediately when its data register changes; it waits until the > next write to player data before it makes the change. This was intended > to allow single-scanline positioning in double-scanline kernels, but > its most common use is in six-digit scoring routines. > > I once thought, maytbe it would be a good idea to study Rob Colbert's notes > and produce a text file explaining it, but then I figured, this type of > code is usually just copied straight from disassembled listings anyway. > Perhaps I (or someone who can beat me to it) should write a tutorial on > stealing code from 2600 games, starting with six-digit scores. I use it in TPS for updating GRP1 (the asteroids and enemy craft) late in the scanline, and indeed it does just what you say. It seems there are a great many kernel variations possible if you don't need to worry about when your updates are done during the scanline, but delay them until the WSYNC. I think you could produce some really significant single scanline stuff with VDEL on all the time for both sprites. The 6-digit score is just one of the most common hacks to use it. -- mor@xxxxxxx http://www.crl.com/~mor/ -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html Don't post pirate BINs to Stellalist. Be a programmer, not a pirate. Write the best game, win framed autographs of famous Atari alumni!!
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