Re: [stella] Gunfight 2600: Design thoughts

Subject: Re: [stella] Gunfight 2600: Design thoughts
From: "Andrew Davie" <adavie@xxxxxxxxxxxxx>
Date: Mon, 23 Apr 2001 03:46:39 +1000
Awesome, Manuel.  Good work, there.
Looking forward to further progress.
Cheers
A
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----- Original Message -----
From: "Manuel Polik" <cybergoth@xxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Monday, April 23, 2001 3:28 AM
Subject: Re: [stella] Gunfight 2600: Design thoughts


> 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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