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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
table...
Greetings,
Manuel
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