RE: [stella] Arrrg, Arrrg, and Double Arrrg!!!

Subject: RE: [stella] Arrrg, Arrrg, and Double Arrrg!!!
From: "John Saeger" <john@xxxxxxxxxxx>
Date: Fri, 17 Apr 1998 12:02:24 -0700
Glenn Saunders wrote:

> The reason the 2600 positions objects as it does is because poly-counter
> logic is cheaper to implement than digital logic.  Believe me, they did
> weigh the alternatives.  At the time it saved a significant amount of
> money and since they developed a software conversion routine and were
> anticipating that this routine, albeit CPU-hungry, would only be necessary
> once at the top of the frame for each sprite (hence not knowing about the
> HMOVE comb bug) it didn't seem like a big compromise.

Refreshing to see someone refer to the HMOVE effect as a *bug* instead of a
*feature*.  My guess is that it was Activision who turned it into a
*feature*.  Too bad really, it might have gotten fixed.


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