Subject: Re: Aw: Re: [stella] Maze Craze and 650x From: "TwoHeaded Software" <adavie@xxxxxxxxxxxxx> Date: Tue, 21 Aug 2001 09:51:37 +1000 |
----- Original Message ----- From: "Erik Mooney" <erik@xxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Tuesday, August 21, 2001 8:34 AM Subject: Re: Aw: Re: [stella] Maze Craze and 650x > On Mon, 20 Aug 2001 17:41:57 -0400, you wrote: > > >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. > > Hm, I always do forget to consider flickering when considering the 2600's > graphical capabilities. But it really doesn't seem feasible here; an area > as large as an Arkanoid wall is going to be hard on the eyes even at 30 Hz > flicker, and positively headache-inducing beyond that. > > There may, however, be possibility in drawing the playfield in rows of > color like Super Breakout, and using a player or missile object to draw > overlaid on that one gold or silver brick per frame or even per row. > > >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. > > Sure, 64 bytes... that's half the 2600's RAM usage, and already covers the > majority of Arkanoid's RAM needs. This can be handled, maybe through > constraints, something like making the levels not have more than two > silver bricks per row. > > >You'd also need quite a bit of ROM to store the 30 (?) levels in the game. > > 64 bytes per level can fit 64 levels in one 4k bank :) > > - > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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