Subject: Re: [stella] Stella Programmer's Guide Overhaul Project From: Scott Huggins <sub17_5k@xxxxxxxxx> Date: Thu, 18 May 2000 06:56:48 -0700 (PDT) |
See, simple explanations like this might be a good Appendix in the "Book" or Document. It'd be really neat to have simple explanations like Erik has mentioned below of the most interesting "tricks" in VCS games. --- Erik Mooney <emooney@xxxxxxxxxxxxxxxx> wrote: > >In Fast Food, how did they make the letters for > You're > >getting fatter? Those ain't playfield graphics. > > A 48-pixel-wide sprite. Same thing as the six-digit > score routine, > except using static graphics instead of dynamic > digits, and more height. > > >In Space Invaders, how do they do it? I'm guessing > >the invaders are drawn with player graphics, but > how > >do they move the rows over? Also, if I hold reset > >while turning on the power =:-D I get two missiles, > >and the invaders get two missiles, and they all > move > >independantly. Where did it come from? > > The invaders are player graphics, of course. How > they move the rows > over is just to hit RESP0 and RESP1 at different > times. As for the > lots-o-missiles... all the missiles are actually the > ball. The invaders > get two missiles, both drawn with the ball (since > they're separated > vertically), and you get two missiles also separated > vertically. Your > missiles and the invader missiles are each drawn on > alternate frames, > causing flicker. > > >In Missile Command, how do they draw all the > missiles > >and their trails? My only guess is with ball > >graphics, but I can't see how--I thought you were > >limited to one ball on screen at a time. Likewise, > >Pitfall with its swinging rope. It changes color > >depending on the scan line, so I'm guessing ball > >again, but how? > > Missile Command's missiles are one of the players, > cloned if necessary. > Two sets of missiles are drawn by flickering them on > alternate frames. > > >In "Asteroids", all those asteroids and the ship > with > >no flicker until you get over (I believe) 6 > asteroids > >on screen. > > No flicker? Look again, bub. They flicker as soon > as you turn on the > system. Notice how all the upwards-moving asteroids > move at the same > rate, and so do all the downwards-moving ones? The > upwards ones are all > drawn on one frame by reusing one player, and the > downwards ones on > alternate frames in the same way. > > -- > Archives (includes files) at > http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > __________________________________________________ Do You Yahoo!? Send instant messages & get email alerts with Yahoo! Messenger. http://im.yahoo.com/ -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Stella Programmer's Gu, Erik Mooney | Thread | Re: [stella] Stella Programmer's Gu, Pete Holland |
Re: [stella] Stella Programmer's Gu, Erik Mooney | Date | [stella] Atari hoax at E3 video gam, Kennehan, Richard |
Month |