Subject: Re: [stella] Gunfight 2600: Descissions had to be made From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Tue, 06 Mar 2001 03:04:08 -0500 |
On Mon, 05 Mar 2001 16:36:48 +0100, you wrote: >The next step I'll work on is the weapons system. Continuing with the >playfield right now doesn't make sense, since I just don't now how many >RAM is left after I'm done with the weapons. (I need at least need 2 >bytes of X/Y coordinates, plus one byte direction + one byte lifetime >per bullet, so handling 12 bullets for example would eat up a minimum of >48 bytes RAM...) You don't need 8 bits each for direction and lifetime. The direction is only 8-way right? That's only 3 bits for direction. I'm not sure how long the bullets last, but 6 bits gives you over one second at 60 fps. Can't quite compress it to one byte per bullet which would be convenient, unless you have half-second bullet lifetimes, or run the bullet processing only every 2 or 3 frames -- although some of the best 2600 games are built on compromises like that. At any rate, you can certainly stuff 2 bullet directions per byte. I'm not quite sure of the behavior of the bullets - do they bounce or anything? If not, you're storing redundant information somewhere in the X/Y/lifetime bytes. >Please comment on the new demo. I hope it works fine for both players, I >just had no second player to test if the players can interfere with each >other during some weird Joystick movements :-) Not sure what comments you want to see, but it does look good. Hope there's time to load some playfield data instead of storing what looks like the scanline counter. - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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