Subject: Re: [stella] VDEL... From: Manuel Polik <cybergoth@xxxxxxxx> Date: Sat, 23 Feb 2002 18:35:17 +0100 |
Hi Eckhard! >> Uhm... there is something done in Combat with VDEL >> can't do quicker & shorter without?!? >With VDEL you can update one >of the players at anytime you want during the two scanlines. Hm... how would that work? Could you post some little example? >If you are using the stack, you would have to save and restore >the stack pointer, which would require one extra byte in the >RAM. And I don't think the timing with the TSX would work >properly. All attempts at this method that I have seen were >always off by one or two pixels for one of the writes. I tried doing it this way, when I started coding the intro for Starfire. Unfortunately I don't remember if I got it working or not, and at some point Thomas had the stella-at-the-movies drawing routine finished, which I was only talking about all the time, and so he took over the project at that point :-) >This >isn't much of a problem for a score display, since the digits >usually don't use all 8 pixels anyway, but a 48 pixels graphics >display doesn't seem possible with this trick. AFAIR, Robin Harbrons 6 char routine in the archive works fine without VDEL. However - I'm not sure, if it can do an image or not. Might be just as you describe. >> - Just imagine what cool stuff could've been done if >> VDEL would delay any GRPX write exactly until the next >> line! >I can imagine a lot if interesting effects that would be >possible, if the VCS had different hardware. But then it >would be less of a challenge and less fun to program for, >don't you think? ;-) Well, there'd still be enough of a challenge left to write a good game in 4K, even without all the timing nonsense :-) Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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