Re: [stella] more hardware considerations

Subject: Re: [stella] more hardware considerations
From: gentlben@xxxxxxxxxxxx
Date: Mon, 19 Jul 1999 21:02:37 -0700
> A is definitely better, especially if you can get enough time in your
> engine to change sprite colors every (two) scanline(s).

yeah, and perhaps if i use the missiles for the "man", that
could open another possibility :) can u say "two-player
rpg?!" but seriously, the only reason i even considered
throwing the missiles out is because i couldnt find any
other use for em...but maybe now that will change...

i read in the stella document that there are vertical delay
registers for that kind of thing (single-scanline
positioning for double scanline kernals) but im not
exactly sure how it works :/

btw, i minced words when i said it was going to be
an adventure clone...truth to tell, it is only going
to be a clone in the way it operates...the way the "man"
moves, how the rooms are connected, stuff like that...
i have a lot of neato ideas for what im planning to do...
that is if i dont get involved in any other projects...
you know how it is...there may be a smaller screen to make
room for stuff on the bottom, maybe some menus, who knows,
im still trying to write the kernal for the gameplay :P
one thing i do know is i may have to use bankswitching to
accomodate...

> 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.

i didnt even think of that!!! perhaps i could do that...
however, if i do, it becomes tricky to time the storing
of PF2 when the second half of the playfield reflects...
the whole point was to make an assymetrical field 40 bits
wide and using the duplicate property to make timing
easier...however i realize this can waste valuable space
for simple rooms like a box...so things may change...

dee


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