Re: [stella] compiler?

Subject: Re: [stella] compiler?
From: Ben Larson <wazzapfool@xxxxxxxxx>
Date: Fri, 7 Sep 2001 06:13:45 -0700 (PDT)
Yea, I realize that functionality would be really
limited.  The reason I want to do it, though, is just
to see if it's possible to abstract any of the
hardware restrictions of the system itself.

What I was thinking would be cool was more of a 'test
compiler' at first - one that maybe would let the user
declare an arbitrary number of 8x8 'sprites' and
nothing else - ok maybe a symmetrical background too. 
The fact that you can really only have two of these
'sprites' (player objects) on a line would be
completely abstracted from the user.  Of course, in a
finished program, it would be painfully obvious (due
to the flicker) what happens when you do put, say, 8
sprites on a line at once. :)  But the point is that
the higher-level language would abstract that from the
user.  That, I think, would be a milestone in-and-of


--- Glenn Saunders <cybpunks2@xxxxxxxxxxxxx> wrote:
> At 03:07 PM 7/27/2001 -0400, you wrote:
> >My idea was to make a Game Maker that you draw
> stuff, tell it where to go on
> >the screen and what it does and hit a button and it
> makes the whole Atari
> >2600 game for you.
> The problem is that there is no standard way to draw
> to the screen using 
> the 2600.  Every game involves careful optimization
> and tradeoffs.  The 
> 2600 is always close to its limits on just about
> every game, cycle count, 
> ROM, and RAM.
> Even if the Game Maker were all knowing it would be
> constantly telling you 
> "sorry, this won't work on the 2600 as designed."
> -
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