Re: [stella] Using DiStella and figuring out the "tricks"

Subject: Re: [stella] Using DiStella and figuring out the "tricks"
From: Glenn Saunders <cybpunks@xxxxxxxxxxxxx>
Date: Sat, 15 Apr 2000 09:02:31 -0700
At 07:55 PM 4/14/00 -0400, you wrote:
Remember that just because something's done in an official 2600 game doesn't
mean that it's the best way to do anything.  I'd guess it's mostly just a
function of how the programmer likes to do things.

Just because the code is hard to read doesn't necessarily mean it's done the wrong way, does it? It could be that some of the techniques employed were related to 2600 kernel timing issues, or trying to cram the code into 4K?


Code crunching can really change the way the code runs, don't you think?



Glenn Saunders - Producer - Cyberpunks Entertainment
Personal homepage: http://www.geocities.com/Hollywood/1698
Cyberpunks Entertainment: http://cyberpunks.uni.cc


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