Subject: Re: [stella] Star Fire 2600: Return of the Crosshair From: Manuel Polik <cybergoth@xxxxxxxx> Date: Mon, 08 Jul 2002 19:14:43 +0200 |
Hi Clay! >I'm sure it's possible to do a recognizable wedge in the same space you're >using for the TIE Fighters. Even though I have 16 Bit resolution for the sprites, right now they have to be mirrored. That is the main problem at the moment. You just can't draw a Star Destroyer from the side if it has to be displayed with mirrored sprites. >Worst-case, you could have the Exidy ship moving >top-to-bottom instead of left-to-right. Just don't make it yet another >incoming ship. That defeats the entire point of its existence. Yup, I totally agree on that. I've some space left for additional graphics, so I'm thinking about hyping the gameplay a little up with more & different enemies. Expect not only the Empire hunting you, but maybe a certain popular Bounty Hunter will be chasing you too... :-) >Are there really not enough cycles left in your kernel to individually set >the width for each sprite? Right now I'd probably have the cycles. (Surprisingly enough - no one would think that in the demo I posted yesterday - there's 16 NOPs in the kernel and even more free cycles... :-)) I'm just uncertain if and how to do a starfield. If I'd additionally do non-mirrored ships, that'd require an extra data pointer and an extra ($$),Y load, plus (re-)setting the mirror flag for all ships. I'll try and see - once I'm done with the Starfield, which has a higher priority to me right now. I just don't introduce the sideways mothership now, or people will demand it always from that version onwards :-) Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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