RE: [stella] Need an opinion (or two) on a playfield

Subject: RE: [stella] Need an opinion (or two) on a playfield
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Wed, 14 Aug 2002 23:44:26 -0700
At 11:51 PM 8/14/2002 -0500, you wrote:
I may also just remove the 4th color, the playfield looks substantially
better when I put the stripes on the "tiles" every other line instead of
every third.  I am still hopeful about figuring some way to represent the 4
different states.

You know it is possible to change color registers at least six times in the middle of the scanline.

If all you did was change the PF color and left BK black, then if you knew you were going to alternate PF BK PF BK you could give the illusion of double the resolution that way by changing the PF color register by loading while PF is being drawn and storing while BK is being drawn.

An interlaced approach is what I was suggesting for a Battleship type game.

On the even lines you draw white over black. On odd lines you draw red over black. That way you can represent unknown (black), misses (striped white) and hits (striped red).

Another approach is to see if sprites could be used to fill in the missing colors. You'd have 9 pixels per player/missile combo with independent color. That would yield a pseudobitmap of 18 pixels and 4 colors per scanline, but you'd be limited in how you place the pixels down. If all you needed were 3 colors you could get away with this approach with full freedom of placement.

In fact, now that I think about it, the sprite overlay approach would work pretty well with Battleship, since that only requires 10 pixels across assuming two boards stacked vertically (which isn't optimal considering the dimensions of the TV, but hey).

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