Subject: Re: [stella] DD Dead end? From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sat, 10 Nov 2001 20:14:27 +0100 |
Glenn Saunders wrote: > At 11:11 AM 11/10/2001 +0100, you wrote: >>...you 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? As I said, you need four kernels: 1. both missiles start in the first row 2. missile 0 starts in first row, missile 1 in second row 3. missile 0 starts in second row, missile 1 in first row 4. both missiles start in the second row > 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. Well, you can reorganize your playfield writes: LDA <PF1DataRAM-1,X ; 4 STA PF1 ; 3 @27 (just in time :-) LDA <PF2DataRAM-1,X ; 4 STA PF2 ; 3 @34 LDA <PF1bDataRAM-1,X ; 4 STA PF1 ; 3 @41 LDA <PF2bDataRAM-1,X ; 4 STA PF2 ; 3 @48 That way you can move the cycles before the PF writes and merge them with other cycles. Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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