Subject: Re: [stella] SFCaves 2600... From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Thu, 7 Sep 2000 09:51:26 +0200 |
Mark de Smet wrote: > Anyway, I was wondering if Thomas would be willing to share how he went > about drawing the screen in thrust? I think i'm going to share my kernel with the public, but i have to add a lot of english comments to it before i'll release it. B.T.W.: Some weeks ago, there was a discussion about illegal opcodes and i showed my score drawing routine here. There was no reaction until now, i'm wondering if there ever will be (Andrew?). > 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? I'm sorry, but my kernel is not capable of doing what you're planing. You can't do a real horizontal scrolling game with it (it's limited to a fixed width, less than two screens). > Thomas, how did you draw the ground? > How did you store the data? I dit explain that earlier, just look in the archives. Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | _______________________________________________________________________ 1.000.000 DM gewinnen - kostenlos tippen - http://millionenklick.web.de IhrName@xxxxxx, 8MB Speicher, Verschluesselung - http://freemail.web.de -- 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] Looping, Glenn Saunders | Thread | [stella] more about Looping, Piero Cavina |
[stella] SFCaves 2600..., Mark De Smet | Date | [stella] Looping, Glenn Saunders |
Month |