Subject: Re: [stella] Using DiStella and figuring out the "tricks" From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Sun, 16 Apr 2000 23:08:05 +0200 |
At 09.02 15/04/00 -0700, you wrote: >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? 2600 code looks like that (spaghetti-lasagne-fettuccine :-) because of the heavy optimization needed to squeeze many features and complex graphics into 4K. When it was just a multi-sprite demo, Oystron source code was very straight and clear. It didn't last for a long time.. Simpler games usually have a cleaner code. There's a commented Adventure source around, that's a very good starting point for a beginner. (BTW.. sometimes I think that the list has died, instead you're always around.. :-) Ciao, P. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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