Subject: Re: [stella] Thrust! From: Thomas Jentzsch <tjentzsch@xxxxxxxx> Date: Fri, 19 Nov 1999 12:53:27 +0100 (CET) |
--- kurt.woloch@xxxxxxxxx wrote: > Hmmm, the Kernal (and thus, the timing issues) is > another problem, but as I > see it, M2 is still free. Maybe you could do some > kind of that trick as used > in Missile Command for the missiles, and Decathlon > for the pole, in Pitfall > for the ropes etc. where a missile is displayed > which gradually changes > position with HMOVE's on every, or every other, > line. As long as the crystal > ball is well under, or over, the ship, this should > work, as well as > displaying the ship and the ball with the same > player in one frame. This sounds good, still i have to find the time for it. Here are some explanations/limitations of my kerne(a?)l: - the kernel is repeated every 4th line - the players and missiles are changed every 2nd line - all missiles are only 2 lines high - one new PF-block _or_ a multi-used-player can start every 4th line Drawing the missiles is very simple now: ldx #ENABL ;2 txs ;2 cpy BLline ;3 php ;3 got this trick from Combat cpy M1line ;3 php ;3 txs ;2 ... cpy BLline ;3 php ;3 cpy M1line ;3 php ;3 This makes just 24 clocks for 4 lines. To draw a higher missile, i need totally different code, which would cost some extra time, which i haven't found yet. (about 2*15 clocks for the compares an stores, plus the 9 clocks for two HMOVEs and one HMCLR to prevent the players from moving arround (there is no HMCLR in my kernel now), plus at least 5+3(*2?) clocks for loading and storing the values for HMM0, this makes ~50 clocks) Drawing the fire- and the wire-missiles on different frames, would add some more flicker to missile fire. I have to find out, what is possible and looks best... > If the > ball gets to near vertically, you could switch to > another mode where the > ball is displayed alternating with the ship > (flickering), and also another > solution's used for the wire. I don't want the ship to flicker, because this is the point where the human player is most focussed at. So i'll better let some of the other players flicker. > Sorry, I can't figure out what this means... could > you further explain how > you store the terrain data? I'll try: looking at the smallest level 1 (red PF) you can divide it into three parts: sky, cave and socket. For the sky and the socket i need one block each for the two sides of the PF, which makes a total of 4 blocks. The cave consists out of two blocks for both borders. (use fixed-font for the following "graphics"!) left border blocks right border blocks / \ sky-| |-sky \ / / ---- P ---- \_bl1 bl1-| ------ ------ / \ -------- F ------------ \ / -------------- ------------ |_bl2 bl2-| ----------------G ------------ | \ ------------------ ------------ / / -------------------------------------- \ soc-| -------------------------------------- |-soc ket \ -------------------------------------- / ket Level 4, which is were the demo starts, has 15(cave)+2(sky, socket) blocks for the left, but only 6+2 blocks for the right border. > How many "blocks", roughly, are used for each level? There are between 4 and ~20 blocks used for each border. (4..~20) * 2[both borders] * 4[bytes/block] = 32..~160 bytes/level > So > maybe it'll be better to relocate those fuel > stations to other places in the > level, or simply put one fuel station there which > has got a bigger capacity > instead of the multiple ones... That's exactly what how i planned it. > Ah. I didn't try that... I thought the fire button > was totally inactive... > has it got other functions too? No, it just fires the missiles, and the gate-opening function is only temporary. ===== Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at yahoo dot de | __________________________________________________________________ Do You Yahoo!? Gesendet von Yahoo! Mail - http://mail.yahoo.de Yahoo! Auktionen - gleich ausprobieren - http://auktionen.yahoo.de -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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