Subject: Re: [stella] 'Look Ma No Flicker' revisited From: Ronald Gershwin <wazzapfool@xxxxxxxxx> Date: Thu, 30 Aug 2001 08:19:19 -0700 (PDT) |
> >c) having the sprites 2-scanlines tall instead of 1 > >d) only drawing the playfield every other scanline, > and > > Just off the cuff, this I think would be fairly > ugly. I could never stand the > striped paddles in Video Olympics or striped scores > in several games. With > optimization to hang on to playfield bytes after > fetching them (TXS / TSX > being the obvious), I think you can do it. Maybe I'm misunderstanding this, because I haven't been following this entire thread completely. By this 'stripe' effect, are you talking about blanking the playfield graphics every other line when using an asymmetrical playfield (in order to get more cycles for calculation time by avoiding the 6 load and stores inherent in making a full-width asymmetrical playfield)? OK Assuming that's what we're talking about... :) ...it seems like it would be kinda hard to use the stack to preserve the playfield bytes...I mean, on the next scanline, the PF0 data for the left side of the screen is going to be all the way at the bottom of the stack, right? The only reason I bring this up is cause I am working on something right now which is using a full-width asymmetrical playfield, and the above strategy is how i'm probably going to have to tackle it (to avoid flicker and all)... Ben __________________________________________________ Do You Yahoo!? Get email alerts & NEW webcam video instant messaging with Yahoo! Messenger http://im.yahoo.com - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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