Subject: RE: [stella] parallel efforts / Invaders From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Wed, 14 Mar 2001 16:28:34 -0500 |
> And as far as Eckhard's code, I haven't looked at a disassembly (seeing as > how I still have trouble reading my own 2600 assembly code), but I believe > he is using the self-modifying playfield drawing code in RAM. (Wasn't there > some kind of demo posted here a while back about that?) Hmm.. I'm not sure. I found a post from me at http://www.biglist.com/lists/stella/archives/199708/msg00186.html explaining how the multisprite trick could be done running the code in RAM to disable particular sprites via self-modification. I have here a source and binary dated 8/25/1997 that demonstrates it, named sprites2.bin, but can't find it if I ever posted it. And Piero responded to that post saying that he couldn't think of any use for it besides a formation of aliens in a vertical shooter, and we already had many games of the type like Galaxian and Communist Mutants, so the idea just sort of got dropped. Looking through the rest of the posts from that month (August 1997) is quite interesting.. my Zeldalike RPG kernel that I started and lost interest in is there, as well as a little something called "PCMSG - Piero Cavina's Multi-Sprite Game". The repeating-sprite trick was first mentioned in the post: http://www.biglist.com/lists/stella/archives/199708/msg00162.html It appears it was me who discovered the multi-sprite trick, by disassembling Galaxian, in the thread "A little thing that doesn't let me sleep." I had thought it was Eckhard's trick actually, although looks like I discovered it, Piero explained it, Eckhard coded it, and a year later John Saeger hit on the idea of alternating both player 0 and player 1 for even more sprites. I programmed my invaders demo a bit after that, but never shared it and rather forgot about it. - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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