Re: [stella] Beat 'em up 05

Subject: Re: [stella] Beat 'em up 05
From: Eckhard Stolberg <Eckhard_Stolberg@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 07 Aug 1998 15:47:52 +0200
At 17:42 06.08.98 GMT, you wrote:
>I thought we had figured that you wouldn't have the cycles to write six
>playfield registers and one color... you'd have to drop the characters to
>40 pixels wide to include a COLUP0 rewrite...?

That was for the single scanline version. After I took the background
out, because it didn't look to good with outlined sprites, the current
double scanline version has enough cycles to change the colours in
every double scanline. The colour change would happen between the two
identical lines though, wich might not look too good.

(I forgot to mention in the last post, that the 42*48 sprites are
in a 160*96 screen resolution.)

>Make sure your code can handle reversed players... setting REFPx isn't
>enough, you have to write the bytes not in 1 2 3 4 5 6 order, but 6 5 4 3 2
>1.  You might need two copies of the display kernel...?

BEU05 already does that. Try moving the fighters past each other 
and see, that they'll turn around. (In the game you will have to
turn around manually.) Since the sprites take a full page and I'm
using indirect y-indexed addressing, I only have to reverse the 
order in the lowbytes, as you said, and can use the highbytes to 
set the animation frame. No need for an additional display kernal.

Thanks, Eckhard Stolberg

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