Subject: [stella] SFCaves 2600... From: Mark De Smet <de-smet@xxxxxxxxxxxxxxx> Date: Wed, 6 Sep 2000 20:02:53 -0500 (CDT) |
I've decided to give another throw at a game. Simon wasn't all that exciting, and I need an easier project to start with before I go back to my supercart. SFCaves for the 2600. For those that don't know, it is a game for the palm. If you have never seen it, you can check out a simplified web/java version at http://www.meighan.com/sfcave/ The jist is that you are a ribbon moving through a cave.(therefore a horizontal scroller) The goal is simply not to hit the walls, or the obsticles. You have a thrust type control, and the gravity is very strong. Anyway, I was wondering if Thomas would be willing to share how he went about drawing the screen in thrust? The killer limitations are memory, and time to convert the data into the bytes for the playfield during the kernal. I wanted to generate the cave shape on the fly, which I can handle during off screen time fine, but how then to I make those bytes into playfield data? Thomas, how did you draw the ground? How did you store the data? Mark -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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Re: [[stella] anybody want this stu, guy fellows | Thread | [stella] Looping, Glenn Saunders |
Re: [[stella] anybody want this stu, guy fellows | Date | Re: [stella] SFCaves 2600..., Thomas Jentzsch |
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