Subject: [stella] Length of HMOVE blanks From: <kurt.woloch@xxxxxxxxx> Date: Thu, 9 Apr 1998 10:09:33 +0200 |
On Wed Apr 8 19:54:43 1998, Bradford W. Mott (bwmott@xxxxxxx), obviously the author of the STELLA emulator, wrote: > BTW, how wide are the HMOVE blanks (8 pixels)? I think they are 8 pixels, yes. What I don't know is what happens if you apply the horizontal motion at any other time than immediately after a VSYNC. Does the display turn black then, too, maybe for a longer time interval? Has anyone out there tried that out already? BTW, I've got PCAE 2.0 by now, thanks to you giving me some more URL's to download it. I had a little problem with the long filenames used in the package for the documentation files, 'cause I'm not using Win 95. Attention, Win 3 or DOS users! You could get that problem too! Better use WINZIP for unpacking rather than PKUNZIP! Still, it runs only on 486's and up. Since I've got a 386 at home, I would appreciate a Stella version without the bug (as long as it still runs on a 386, regardless of how fast - it's only for testing if my program does what I want.) While you were talking about the implementation of MK, I was thinking about some other (older) games who to my knowledge haven't been ported to the VCS by now and could be easier to do: -PARSEC (a game by Texas Instruments for the TI-99 computer) -PEN-KUN WARS aka Penguin Wars (I've got a Gameboy cart of that) -Antarctic Adventure (currently existing for MSX and Coleco) -Elevator Action (well, maybe with some slight changes) -Traverse USA (another arcade game) -Manhattan (maybe some of you know this arcade game: You have to jump up between two skyscrapers. On the way down you land on several platforms...) -Shao-Lin's road -Marble Madness (this would have to suffer...) -Paperboy (could be quite doable, with some simplifying in the graphics...) -Donkey Kong 3 (would be logical after Donkey Kong and Donkey Kong Jr. have been adapted; I think it would even be easier to do on the VCS than the former two, since all the playfield is symmetric.) Also, you could try another 3D racing game. I know that there are Pole Position and Enduro out, also TURBO by Coleco (haven't come across a BIN of that yet, only heard that it has been done...). Still, I think that there could be some more approaches on that genre. Pole Position and Turbo, as well as Night Driver, don't display the road in another color than the meadow, which I think isn't impossible to do. Given the time I need, maybe I'll try one of these myself, but I've got some imaginations on these games, how they could be implemented, what to do on which scanlines, etc. If anybody has interest, I can give you more details. Bye for now, Kurt Woloch -- 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!!
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] The Big Sprite, Glenn Saunders | Thread | [stella] 2600 fighting games (is: R, kurt.woloch |
Re: [stella] Re: the big sprite, Robin Harbron | Date | [stella] 2600 fighting games (is: R, kurt.woloch |
Month |