Re: [stella] more hardware considerations

Subject: Re: [stella] more hardware considerations
From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney)
Date: Tue, 20 Jul 1999 00:45:09 GMT
>that...ive been thinking about writing a kernal
>that would be able to display the basic moveable
>objects (2 players, 2 missiles, ball) on a 40-bit
>wide playfield to basically produce what i like to
>call a souped-up adventure clone :P... but given
>the amount of time for each scanline to draw, i
>dont think there is enough time to compare start
>and stop locations for each object, let alone update
>the playfield twice per scanline (not to mention
>change it when necessary)...so i may either have
>to do one of these:
>a. go with a double scanline kernal
>b. throw the missiles out

A is definitely better, especially if you can get enough time in your
engine to change sprite colors every (two) scanline(s).

>c. forget the 40-bit playfield
>c is simply out of the question...

Is it really?  Don't forget you can cut it to 32 bits, using reflect and
leaving out PF0, which significantly trims down the amount of stuff you
have to calculate and push.  Or get tricky with the playfield-reflect bit
- in your playfield storage scheme, store only 20 bits per row but also
indicate whether to reflect or repeat - with creative terrain design, you
could probably make that invisible to the player.

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