Subject: Re: [stella] Animating the Marbles From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Thu, 4 Jul 2002 10:04:59 +0200 |
Paul 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. So you are having the same problems that had with Thrust: more ROM normally requires some more RAM to utilize is effectively. > And by alternating, I mean maybe I could change the 13 to a > 26 and make a switch to alternate doing this check for player 1 or player 2 > each loop. I'm not sure exactly how that would be done, though. Ok, I understand that code now. But you may get problems with VDEL when resetting. > And I fixed my cycle comments so I'll stop posting stuff that's mislabeled! Can you post (me?) that fixed version, please? I would also like to see the complete code, that helps optimizing. Have?fun! Thomas _______________________________________________________ Thomas?Jentzsch?????????|?***?Every?bit?is?sacred?!?*** tjentzsch?at?web?dot?de?| ______________________________________________________________________________ 500 WEB.Cent Belohnung! Nur noch bis 24. Juli 2002 im WEB.DE Club. Worauf warten Sie noch? https://digitaledienste.web.de/Club/?mc=021109 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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