Re: [stella] compiler?

Subject: Re: [stella] compiler?
From: "nj bloodline" <njbl00dline@xxxxxxxxxxx>
Date: Fri, 27 Jul 2001 16:45:42 -0400
I don't mind.. I'd just like to see anything I design end up on a 2600
screen.

----- Original Message -----
From: "Jake Patterson" <jpatters@xxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Thursday, September 06, 2001 4:13 PM
Subject: Re: [stella] compiler?


>
> On Thu, 6 Sep 2001, Ben Larson wrote:
>
> > OK I did some more thinking about this at work. :)  I started thinking
> > that the whole text-based console kernel might not be as easy as I
> > thought.  For one, I'm pretty sure it would have to involve some
> > trickery with the player graphics to get any decent text resolution...
> > inputting numbers would be kinda difficult to do too with a joystick. :)
> >
> > Maybe something more useful would be a compiler that would support
> > 'real' graphics, but just support a fairly simple display kernel (at
> > first anyway) - i.e. two player sprites that can be positioned anywhere
> > on-screen, a ball that can be positioned anywhere, and a symmetrical
> > playfield.  Then everyone could make their own Combat clone in a
> > high(er) level language!
>
> You can call it the Combat Construction Kit, that sort of has a nice ring
> to it.
>
> But seriously, is not the whole fun of programming the 2600 learning how
> to do efficient asm?
>
>
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