Subject: Re: [stella] Trick12 - inv3.bin From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Tue, 13 Mar 2001 21:41:15 -0500 |
On Mon, 12 Mar 2001 19:58:57 -0500, you wrote: >At 12:45 PM 3/12/01 -0500, Erik Mooney wrote: >>The tricky part is not drawing the 11 x 5 grid, it's being >>able to turn on and off each individual invader. > >Well, Thomas' demo used two different colors for the 12 players seemingly >at random (moving player copies around or changing the color on the fly? I >haven't looked at the source,) so why not just make one of the colors >black.... assuming he used the latter method. That may work for the invaders routine. Although, the invaders one actually draws 15 players - think of it as 15 cells across the playfield, of which 11 consecutive are occupied. If the 12-player multi-color one can be modified to start at different positions, it could certainly be used that way. >>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. > >Yeah, that's what I was thinking. (The other way would be to do a flicker >thing, but I suppose a whole flickering row or even half of one would look >pretty nasty.) > >Very sexy btw. I get a couple little missile-sized artifacts using >xstella, but that's xstella. Actually.. those aren't artifacts, those are missiles :) I never positioned them, so they're in whatever position they land in when the code zeroes out the machine. I didn't even realize this when I posted it (its been that long), but there _is_ time to do one indexed-indirect lookup and store to ENAM0. It's in the code, though I hadn't quite figured out how to use that to do the missiles. (In the binary I posted, make sure you press Reset to start the action; the invaders move. I hadn't said that before.) - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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