Aw: Re: [stella] Bit flip

Subject: Aw: Re: [stella] Bit flip
From: cybergoth@xxxxxxxx
Date: Mon, 10 Sep 2001 11:06:05 +0200 (CEST)
Hi Glenn!

> To be more specific, I'm starting to think (getting ahead of myself, before
> I even have a working kernel) of how to translate an X/Y coordinate of a 
> collision into a playfield bitmap RAM write.  Because the playfield 
> registers are stored in alternating normal and reversed bit order I can't 
> just write directly.  I need to potentially reverse the bit order before I 
> OR it with the proper RAM location.

Now that is easy. Just have two tables with your 8 values, one increasingly
sorted, one decreasing. For the flipped PF you'd just use the flipped


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