Subject: Re: [stella] Trick12 - inv3.bin From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Mon, 12 Mar 2001 12:45:58 -0500 |
On Mon, 12 Mar 2001 08:15:52 -0500, you wrote: >At 01:35 PM 3/11/01 -0800, Glenn Saunders wrote: >>This is REALLY COOL and opens up the door to a lot of different games that >>would otherwise be constrained to six sprites or the use of playfield. For >>instance, Okie Dokie could be rewritten for 12 sprites, or a version of >>Othello or Go. > >I'm thinking, how cool would an 11 by 5 Space Invaders clone be using this >trick.... Even if there may not be enough cycles left to draw things like >missiles when they pass through the scanlines occupied by the invaders.... Would now be the time to show everyone this? I've actually been sitting on it for a couple years or so, wondering if I'd ever get around to finishing it. The tricky part is not drawing the 11 x 5 grid, it's being able to turn on and off each individual invader. There is definitely no time on scanlines occupied by invaders to draw missiles, BUT there _is_ time on the scanlines between rows of invaders -- a missile can be turned on at that time and then turned off during the next gap. Let's see if anyone can figure out how I did this without looking at the binary, or even with looking at the binary :)
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