Subject: Re: [stella] Skeleton - complete From: "Eric Ball" <eball@xxxxxxxxxx> Date: Mon, 9 Sep 2002 15:48:46 -0400 |
Clay Halliwell wrote: > Is there any way to add a simple pointer toward the skeleton? With just that volume-cued buzzing to go by, it's almost impossible to effectively track the skeleton down. That's part of the challenge. Try turning around, there is a significant difference in volume between ahead & behind. I still haven't heard from anyone with a stereo VCS how well that works. Still, I might be able to add a pointer. I'll add it to my list of potential enhancements when I get the PAL version done. Hmm, the ball isn't doing anything. Maybe if I fiddle with the position & size.... (think, think think...) > Also, any way to finagle the kernel so there's some perspective to the maze? Right now the kernel is based on the maze walls using 4 playfield pixels stored in lookup tables. In order to make the closer walls bigger the kernel would have to lookup & update multiple PF registers each line, and there just isn't cycles & ROM space for that. Really, the difference wouldn't be that significant, and would have zero impact on the game. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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