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Subject: Re: [stella] Trick12 - inv3.bin From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Wed, 14 Mar 2001 13:57:58 +1100 |
MMMhhhh... it's amazingly clever, Erik. Very impressive work.
> I don't expect to go much of anywhere with this; it's been in its current
> state for a couple years actually.
Soooo.... are you throwing it to the lions?
Cheers
A
PS: a big thank-you for sharing!
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----- Original Message -----
From: "Erik Mooney" <emooney@xxxxxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Wednesday, March 14, 2001 1:41 PM
Subject: Re: [stella] Trick12 - inv3.bin
> 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.)
>
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