Re: [stella] DD Dead end?

Subject: Re: [stella] DD Dead end?
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Sat, 10 Nov 2001 09:27:44 -0800
At 11:11 AM 11/10/2001 +0100, you wrote: could reduce the vertical resolution (not the positioning!) to two
pixels. Then you would need four (2x2) kernels, depending if your missiles
start at an odd or even line. That way you could reduce the missile
cycles down to 52, plus a few extra cycles (~6..10) because you have to
clear the HMMx registers.

If you aren't going to reduce the vertical positioning then how do you get both missiles to start on the same scanline?

I think the problem with your math is that you aren't taking into account the timing-critical playfield code. The two little windows of time between the playfield load/stores are very short. I'll experiment a little and see if I can wedge the sprite code in there. I don't know what else I could use that area for. Right now each area is only 16 cycles long.

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