Re: [stella] Animating the Marbles

Subject: Re: [stella] Animating the Marbles
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Wed, 03 Jul 2002 22:12:54 -0700
At 07:30 PM 7/3/2002 -0500, you wrote:
I reuse everything. The score and game logic routines use the pMarble pointers and pfBuffer for all their temp locations. The only variables dedicated to the score are the four p#Score BCD variables which can't be changed. I've already scrounged for memory several times, so I don't think there's much left. I've even taken many of the variables than only used 4 or 5 bits and used their high bits for flags.

You know, if you are contemplating going to 32K then I don't see why you should hold off on using Superchip RAM. Nobody else has tried for a homebrew so it would be a first. Since Elevator Action was made with Superchip I guess somebody out there can manufacture working superchip boards if you intend on making a run, else cuttle cart and emulator users can play the game.

And with 256 bytes of RAM you can store both marble sprites in two strips like the Atari 8-bit and move them up an down and rewrite their shapes during VBLANK. Then you wouldn't need any sprite logic at all. You'd just index through RAM and keep both players active.

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