RE: [stella] Paddles

Subject: RE: [stella] Paddles
From: Jeff Johnston <jeffryj@xxxxxxxxxxxxx>
Date: Sun, 7 Jul 2002 20:03:32 -0700 (MST)
Okay, thanks!

calamari



On Sun, 7 Jul 2002, Dennis Debro wrote:

> 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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