Subject: Re: [stella] More flicker, please From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sun, 06 Oct 2002 19:12:16 +0200 |
Manuel wrote: >I can see this. The difference between 60<->30Hz is less >than the difference between 30<->20Hz. > >But I'm not sure wether I should like that general >flicker approach or not. Right now I'd prefer reducing >flicker situations at best, instead of going the SW-TAG >way. I think constant 50% flicker is hardly noticable, the objects only get a bit darker. Or do you notice that all tanks, the tank missiles and the helicopter flicker in Robot City (I don't mean the animation!). >Left/Right: I don't like what these would cost. - All they would need are some additional AND inside the kernel to mask the wrapping bits. Right? Is the reflection the problem here? - Or use the trick with all HMOVE-blanks on the left side. They would mask 8 bits. - Or make two 8 pixel wide vertical borders using the PF (like a cockpit window). IMO all is better than ships poping out of nowhere. >Top: I didn't get it going without a blind spot. There >was always a vertical point where I wasn't able to >display a sprite. I was only able to shift that blind >spot, but didn't find a way to get rid of it. As I had >it working yesterday it was consuming lot's of ROM (~100 >bytes) and cycles (~ 5 scannlines) and it still looked >crappy, so I discarded that code again. Hm, do you really want to leave it that way? Or should we try to find a way together? BTW: The orange ship seems to pop up very late (seen from the top). I think there is a little bug in your code. >Again economic reasons. (PF1 + PF2) * 64 lines * 8 >frames = 1024 bytes data only, without any source code >overhead. Ok, I see. Have fun! Thomas ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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