Subject: Re: [stella] Qb: v0.11 From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Thu, 22 Feb 2001 15:42:17 +0100 |
Andrew Davie wrote: > Attached, just binaries this time.... nobody wants to see my source code > anymore ;) Hey, you know that's not true :) > * the player is back in colour (!!) There are some limitations on where > the colour changes can be, but it looks pretty much like the previous colour > version that I submitted (before the new kernal and memory savings). > Anything Thomas says he likes becomes high priority :) Whow, what a compliment! Thanks!!! And now: Jump from the next high building! No! Stop!!! Just kidding ;-) > In the end I installed and then removed the single-cycle-saving suggested by > Thomas (in the sprite draw). It was just too damn tricky trying to get all > those external branches NOT to cross page boundaries.... given that I have 6 > lines of kernel, it happened pretty much all the time and it was very > difficult to position code so that branches were within range. As you see, > I've managed the colour change without that extra cycle, and I think I'm > going to leave it pretty much as-is from now on. I know it's tricky, that's the reason why I put all my kernels at the very beginning of the code. That way, they are aligned, and no none-kernel-code disturbes them. > Glenn also wrote... > > >wish that the pineapple guy didn't flicker, since the only reason he's > >flickering appears to be to try to make him seem multicolored. I don't > >know of any other 2600 games that flicker for this aesthetic reason. I > >don't think it's worth the cost, and doesn't really result in a sprite that > >appears multicolored at all, IMHO. You can see the separate green and > >yellowish layers flickering somewhat independently. They don't blend. > > They might not on an emulator, but this game isn't destined for an emulator. > I'm betting that the colours blend a hell of a lot better on an actual TV. > I'm very interested to hear from anyone who has actually tried this on a > TV... how does it look? (I am not setup to view on a TV). In any case, > some sprites won't use this feature, and some (possibly) will. The systems > are capable of it, and that's all that's certain at this stage. A > single-colour pineapple looks pretty crappy. Maybe they don't look that nice, but when you're playing a game for a longer time, you don't watch this anymore, only the gameplay counts then. Any flicker reduces gameplay and gives you some headache to soon, too. > Yes, absolutely. Truth is, I don't know how to read the switches yet... > simply haven't gotten around to it. I'm thinking about what each of them > will do. With the extra space, it is just possible that I could have a > single PAL/NTSC version (in which case I'd use the COlour/BW switch for > that). You shouldn't use Colour/BW because it's not supported by all hardware. Eckhard should know exactly. > Over the last > few days I have NOT had fun, and I'm becoming seriously worn-out with all > the work. But now, its over. One day, you will remember this made fun, too :) Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | _______________________________________________________________________________ Alles unter einem Dach: Informationen, Fun, E-Mails. Bei WEB.DE: http://web.de Die große Welt der Kommunikation: E-Mail, Fax, SMS, WAP: http://freemail.web.de - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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