|
Subject: Re: [stella] Gunfight 2600: Little progress... From: cybergoth@xxxxxxxx Date: Wed, 14 Mar 2001 11:08:29 +0100 (CET) |
Glenn Saunders wrote:
> The flickering is constant, isn't it? If it were variable flicker, that
> would help a lot, although it would be a trickier kernel.
That's a good point Glenn, I'll have to examine that. One problem here could be the necessary RAM. For example, this is the RAM usage of Colberts sprite multiplexer:
hpos ds.b #MAXSPRITE + 1; horizontal position of sprites
vpos ds.b #MAXSPRITE + 1; vertical position of sprites
sprvmot ds.b #MAXSPRITE + 1; vertical motion for sprites
sprhmot ds.b #MAXSPRITE + 1; horizontal motion for sprite
sizes ds.b #MAXSPRITE + 1; list of sprite sizes
sprtmot ds.b #MAXSPRITE + 1; list of sprite motion values
flglst ds.b #MAXSPRITE + 1; flags used for conflicts
sprtlst ds.b #MAXSPRITE + 1
shapes ds.b #MAXSPRITE + 1; list of sprite shapes
sprtstatus ds.b #MAXSPRITE + 1; various status variables for sprites
sprttmpvar ds.b #MAXSPRITE + 1; temp var for sprite
You see, he uses 22 bytes for the first sprite, another 11 for every additional one.
For six bullets this would be 77 bytes, which is already more than I have, even without any shootable obstacles. I maybe can save some bytes here & there, I'll analyze that. But I'm not too sure if it's really worth the effort.
We'll see :-)
Greetings,
Manuel
-
Archives (includes files) at http://www.biglist.com/lists/stella/archives/
Unsub & more at http://www.biglist.com/lists/stella/
| Current Thread |
|---|
|
| <- Previous | Index | Next -> |
|---|---|---|
| Re: [stella] Gunfight 2600: Little , Glenn Saunders | Thread | Re: [stella] Gunfight 2600: Little , Glenn Saunders |
| [stella] Qb: Release candidate 2.09, Andrew Davie | Date | Re: [stella] Trick12 - inv3.bin, Thomas Jentzsch |
| Month |