Re: [stella] scsiside v0.03 (still a demo)

Subject: Re: [stella] scsiside v0.03 (still a demo)
From: "Andrew Davie" <adavie@xxxxxxxxxxxxx>
Date: Sun, 4 Mar 2001 07:06:08 +1100
Looking very nice, Joe.
I have a suggestion... why not use background (PF) for the data bits
whizzing past?
You have 40 pixels/line, and you could store your 10 lines in 60 bytes (or
if you limit the width to 32 pixels, just 40 bytes).  Then to animate, you'd
just have to roll the bits in the PF.  Should be pretty simple.
That way you'd get LOTS of bits on a line, and no flicker at all.
Just an idea.  There doesn't seem to be a lot of PF animation about - this
seems a good use for it.
 _  _  _| _ _        _| _    * _                               _  ,
(_|| )(_|( (/_\/\/  (_|(_|\/(_(/_                           ,~' L_|\
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see my Museum of Soviet Calculators at                  (            \              \    __     /
                                                          L,~'  "\__/
                                                              @--> v

----- Original Message -----
From: "Joe Grand" <jgrand@xxxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Sunday, March 04, 2001 4:12 AM
Subject: [stella] scsiside v0.03 (still a demo)

> Still in demo phase, but source code and binary attached for your
> enjoyment. Still only tested on StellaX v1.1.3.. The colors (NTSC) are
> looking on StellaX, but lame on z26. I'll have to fix that later.
> I added a routine called IncScore that will increase the score by value
> supplied in X (up to $FF or 255). It also handles rolling over from 0000FF
> to 0001000, etc. It is basically a multi (3) byte addition. This demo
> version increments the score by $FF every frame for an interesting effect,
> but it is just showing that the IncScore routine works..
> Next step: Data latency buffer (didn't I say that last weekend? :)
> Once I get the multiple sprites drawn, I will start to solicit comments
> game play, etc. but for now I'm still plodding along experimenting with
> various things..
> Oh, the web page has been updated with a little more detail documenting
> process (
> See ya.
> Joe

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