Subject: Re: [stella] Trick12 From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Tue, 13 Mar 2001 22:00:25 -0500 |
On Tue, 13 Mar 2001 14:47:06 +0100, you wrote: >You are not torturing me, as I KNOW how you did it. ;-) Since >it seems to be confession time now, I think I can tell you that >I've been playing around with the same code idea as you. But >since I couldn't come up with a good way for displaying the missiles, >I planned to use lightgun support for my game. Wow.. that code is eerily similar to mine. Although I put mine at the top of RAM and you put yours at the bottom. :) My code is able to do a load/store for missiles, although I'm not quite sure how to make that useful... I posted my source, have a look. >I ran into the same problems as you. The gap before the second to >last invader is one pixel smaller than the others. And since >it is important when you rehit RESPx, you can't just replace them >with stores to a RAM address, since that could destroy the trick >and therefore the display. I replace my stores with stores to a RAM address fine... I'm not sure what you mean. >We hadn't figured out many of the details of this trick when >I was experimenting with the invaders game, so I couldn't >come up with a nice way of removing individal sprites and I left >it at that. But here is my marching invaders demo anyway for >everyone to have a good laugh. ;-) It was designed on my PAL >system, so you might need to force your emulator into PAL >colour mode for the invaders to be green. Your invaders are all ugly blobs, mine are much better :) I've also got single-pixel precision for the positioning, although yours replicates the way the original moves one row at a time rather than the entire formation. - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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