Re: [stella] Animating the Marbles

Subject: Re: [stella] Animating the Marbles
From: Thomas Jentzsch <tjentzsch@xxxxxx>
Date: Thu, 4 Jul 2002 15:47:36 +0200
Paul wrote:
> There's some truth to that, but really what's killing me is SIMULTANEOUS 
> two player.  I could easily free at least 15 bytes if I didn't let both 
> players play at the same time.

At least, you have some "horizontal separation", so you can move around the 
writes to GRPx quite a lot. 

BTW: You aren't using VDELPx, right?

> The big problem I'm having right now with a huge ROM is that you can't 
> access it all at once.  I was thinking it would be easy to store all my 
> levels in all the space I had left, but it gets tricky when you have to 
> spread them over 4 banks.  I've had to split them up in odd ways.  One bank 
> contains all the pointers to the screens, another contains all the control 
> structures (which screen comes next etc.) and two other will contain the 
> playfield data.  

That's how my layout of Thrust ended too. It doesn't look nice in the code,
but it's how you must do it.

> Here it is.  Pages and pages of sloppy code.  ;o)  I'm up to 5 banks 
> now.  If you assemble it, note that there are bugs right now since I'm in 
> the process of changing the level structures, but the first level plays okay.

The code worked quite good. 

I wonder why you haven't annoted the total timings inside the kernel. How do 
you know, at which line-cycle a eg. PF-register write happens? When you remove
the last WSYNCs in your code, IMO that will become a problem.


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