Re: Aw: Re: [stella] Maze Craze and 650x

Subject: Re: Aw: Re: [stella] Maze Craze and 650x
From: "Erik J. Eid" <eeid@xxxxxxxxx>
Date: Mon, 20 Aug 2001 17:41:57 -0400
At 10:30 AM 8/20/01 -0400, Erik Mooney wrote:
Arkanoid's harder than it seems. You can't really do the colorful tiled brick boards; the best you can do is the Super Breakout lines, and good luck
trying to highlight blocks as grey and gold.

I think this might be possible if you're willing to tolerate some flicker. Display each brick of one color in one frame, each brick of the second color in the second frame, and so on. Three or four colors would probably be the limit before it starts looking bad.

Don't know how you'll display more than two falling capsules, and dunno how you'll manage all those objects while also rewriting the playfield a bunch of times per line.

I haven't played the original Arkanoid in a while, but I don't think it allowed more than one capsule on the screen at a time. I know that Arkanoid 2 and Arkanoid R do.

Of course, I've been proven wrong before when I've said that stuff can't
be done on our little machine... :)

I think the biggest challenge wouldn't be so much in the display, but in the memory. The simplest brick-breaking game could allocate one bit per brick. However, with Arkanoid, you'd need more bits per brick in order to store its color, how many hits it has taken (for silvers), and whether or not it hides a capsule. Assuming four bits per brick, that's only two per byte, so an 8x16 field (for example) would cost 64 bytes. I'm pretty sure Arkanoid fields could have more than eight rows, so the cost could be higher.

You'd also need quite a bit of ROM to store the 30 (?) levels in the game.

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