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 -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Beat 'em up 05, Bob Colbert | Thread | [stella] The Game That Was, but Was, kickass |
Re: [stella] Beat 'em up 05, Bob Colbert | Date | [stella] Filters, Glenn Saunders |
Month |