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? > > > - > 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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