Subject: Re: [stella] Gunfight 2600: Design thoughts From: Manuel Polik <cybergoth@xxxxxxxx> Date: Sun, 22 Apr 2001 19:28:55 +0200 |
Erik Mooney schrieb: > It has been done, yes... it isn't that difficult if you can time the > kernel to have the write in the correct place. IIRC, you have a > four-color-clock margin; you can change PF2 while it is scanning out the > last playfield-pixel (4 clocks wide). Yippieh! Thanks oh mighty Stella Guru! It works! *bounce* And the magic cycle # is: -->44<-- Tada! (Hehe, if I would've been one of the Stella designers, I'd probably have made it work on cycle 42 :-) but Hitchhiker wasn't even written then anyway...) Check out the new binary with the completely reworked kernel, looks awesome, eh? It's a totally asymetric obstacle stored in the RAM --> i.e. shootable! And, if this wouldn't already be cool enough, I have even some 10+ cycles left for toying around with the colors of the playfield. We'll see what all can be done here, ATM I just do some quick dummy color shades... > >The only other way I can think of ATM is to skip shootable obstacles > >completely, but offer lots of different obstacle layouts instead, like > >the river, some rocky/fency areas, a train, a coach, a tree and a cactus > >for example... > I think this would be okay. Let some of the obstacles move around during > gameplay, and that will provide a reasonable dynamic environment like you > were striving for with shootable obstacles. Now I can do it both! Greetings, Manuel
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