Re: [stella] The Big Sprite

Subject: Re: [stella] The Big Sprite
From: Nick S Bensema <nickb@xxxxxxxxxxxx>
Date: Wed, 8 Apr 1998 16:25:18 -0700 (MST)
> > I don't think this kind of thing has ever been done before.  Quite
> > impressive.  At first I thought this MK stuff was just a joke, and
> > certainly the game would normally be considered impossible in any form on
> > the 2600, but now I can see that it might actually be possible.  It's just
> I know I originally posted the "MK might be possible" message on April
> 1st :), but it wasn't intended as a joke.  I'm not planning to actually do
> the whole thing, but if someone, maybe Eckhard, wants to do it, I'll lend
> help and ideas.
> > a shame that the BG on the scanlines with the big sprites has to be
> > completely black.  MK was known for its detailed backgrounds.  As for the
> > flicker, 30hz flicker is fine.  It's 15 and 7hz flicker that starts to
> > really look bad.
> The background could be completely blue or completely green instead of
> black if you'd like :)  Maybe a few cycles for a gradient culd be found,
> but no playfield data.

No _changing_ playfield data.  If you can find a way to work in
vertical bars or other tricky things which wouldn't require
changing PF registers....

You could probably steal some cycles if you impose some additional
limits on the characters.... around the hip area, for example, you
might go with only forty pixels, or a few scanlines of one or
two double/quad-width sprites.  At least think about it if you
get desperate for some time to put a horizon up or something.

you know, I might just create a demo which does fun things to the
playfield by changing only the color registers, and changing the
PF registers once per frame, if at all.

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