Subject: Re: [stella] Animating the Marbles From: Paul Slocum <paul-stella@xxxxxxxxxxxxxx> Date: Thu, 04 Jul 2002 11:43:17 -0500 |
Chris: ------
Ah...question answered. My heart greives for all those carts. Anyone have a new cart case design read to go? Junie? Weren't you working on this? (If Junie doesn't read this list, could someone forward this question?)
Glen: -----
Can't you mirror data in all your banks so you won't have to flip as often? The other required data that isn't as large might fit in the same bank as the main level data.
Thomas: -------
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?
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.
now that your kernel is getting that tight and you probably have to make compromises, have you ever considered to allow black lines in the playfield (like Surround does)? With only a single line out of 13, you perhaps would get enough cycles to solve all problems. And IMO those lines don't look bad, they somehow make the graphic looking even better (e.g. H.E.R.O. is using a similar effect).
Any maybe you could load the playfield data from ROM and the marble data from RAM. Together with the idea above that might give you some extra possibilities.
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