Re: [stella] the B. Watson's problem...

Subject: Re: [stella] the B. Watson's problem...
From: "B. Watson" <atari@xxxxxxxxxxxxxx>
Date: Thu, 23 Aug 2001 10:39:39 -0400 (EDT)
On Thu, 23 Aug 2001, Manuel Polik wrote:

> That's really, really, _really_ bad. What you're seeing on xstella is
> most likely (99%) not what you'd get on the *real* thing. The output on
> Z26 is actually the way more precise instrument for that.

I finally made enough room in here to set up my win98 machine... I see
what you mean now. In z26, the positioning is all messed up. I was
doing this:

	sta HMOVE
	sta HMCLR

but according to stella.txt (if I'm reading it right) there needs to be
24 machine cycles between the sta HMOVE and the sta HMCLR... added some
NOPs (12 of them) and all is well now.

> With *jumping* I meant that your ship is not doing a smooth
> pixel-by-pixel movement, but jumping in blocks of some (15?) pixels at
> once. Same goes for the laser and the top tie-fighter. The * objects are
> looking strange, too. The only really smooth moving objects are the
> second tie-fighter and the rocket.

Actually, the * objects (which are supposed to be satellites), were moving
normally the whole time... they're supposed to be jerky in their movements
and at one point they come to a complete stop. The idea is to make their
movements harder to predict... however, they do need some work, they look
unnatural (stopping on a dime and reversing direction without decelerating)

> There's something dead wrong with the positioning. 

Hopefully it's fixed now (need to get PCAE and try it on that, and of
course when I can afford a cuttle or SC, I need to use a real 2600!)

Try the image attached to this message, when you have some time. I've
decided the demo will be called `the laser demo' from now on, hence the



If a trainstation is the place where trains stop, what is a workstation?

Attachment: laser000.bin
Description: Binary data

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