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

Subject: Aw: Re: [stella] Maze Craze and 650x
From: cybergoth@xxxxxxxx
Date: Tue, 21 Aug 2001 11:53:37 +0200 (CEST)
Hi Thomas!

Von: Thomas Jentzsch <tjentzsch@xxxxxx>
>> I think it'd be too much to calculate. Between two 
>> lines of bricks you'd have to
>> to calculate 4 new PF values. Maybe if you'd get 
>> all of that in 2 scannlines,
>> it'd look ok. But in these 2 calculating-scanlines 
>> you'd already lose some cycles
>> for this sequence:
>> LDX #$1X
>> TXS
>> CPY Ball1
>> PHP
>> CPY Ball2
>> PHP
>> CPY Ball3
>> PHP
>> which you'd have to execute in both calculation lines...
> Not necessary, for fast moving objects like the balls,
> every 2nd line should be enough (and give the balls a
> more square size). 


> If not, you can at least avoid loading X twice, just add
> a TXS after the code above (- 2 cycles). 

That's a bit depending on how your calculations would work :-)
(And I forgot about the additional DEY(s?) too, in the
 calculatiuon lines...)

> Or you could allow some flicker here (which is less annoying
> for small objects)
> and draw only two balls per frame.

If flicker is *allowed* I'd go for a max of 6 balls anyway :-)

> Thrust is doing all those things, and
> nobody ever complained, it should be acceptable.

Hehe :-)

> So, just in time calculation of the PF could be possible.

If it is possibly, you'd only need 32 Bytes, plus some temporary
bytes in the kernel.

NOW we'd have enough RAM to display 6 balls with Bob's 
multiplexing algorythms, so we could have 6 
almost_non_flickering Balls displayed using only one object.

...but then all the repositioning needed within the
multiplexer killed the idea again before I finished typing it...



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