RE: [stella] Paddles

Subject: RE: [stella] Paddles
From: "Dennis Debro" <ddebro@xxxxxxxxxxxxx>
Date: Sun, 7 Jul 2002 22:40:39 -0400
Joe used paddles for SCSIcide. Look at the Dig for a paddle example.
Also look at his SCSIcide code.

-----Original Message-----
From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx] On
Behalf Of Jeff Johnston
Sent: Sunday, July 07, 2002 9:14 PM
To: stella@xxxxxxxxxxx
Subject: Re: [stella] Paddles


I've got paddle code, but I'm not sure how to read the paddle..  Any
ideas
on that?  I've tried using the POT value, I've also tried INPT0 and even
SWCHA, but that doesn't seem right.  I disassembled Kaboom with
DiStella,
and it doesn't even use INPT0, so I must be way off track here.

Is anyone else writing a game that uses paddles, or is it just me? :)

calamari

On Sun, 7 Jul 2002, Ruffin Bailey wrote:

> on 7/7/02 6:51 PM, Jeff Johnston at jeffryj@xxxxxxxxxxxxx wrote:
>
> > Found out the problem with the flickering (EQU overlap problem), but
I'm
> > still curious if this is the current way of doing paddles.
>
> Welp, now that you've got paddle code I suppose I should ask if you've
given
> thought to using the driving controllers...  For games that shouldn't
be
> limited to just one 360' revolution, they would seem ideal.  ??
>
> Ruffin Bailey
>
>
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