Re: [stella] More flicker, please

Subject: Re: [stella] More flicker, please
From: Thomas Jentzsch <tjentzsch@xxxxxx>
Date: Mon, 07 Oct 2002 00:00:41 +0200
Manuel wrote:
>No, reflections can be handled. The main problem I see 
>with ANDing and most of the other solutions you 
>mentioned (set aside the cycles I don't have for the 
>moment) is that it'd reduce the the visible space for 
>another 16 pixels on both sides. So it'd be reduced from 
>128 to 96 Pixels.

No, see below.


>>- Or use the trick with all HMOVE-blanks on the left 
>>side. They would mask 8 bits. 
>
>But not 16.

Yes, but it might save you some ANDs. And you could disable 
completely invisible object halves by making that player black. 
Then 8 pixel should be enough.


>>- Or make two 8 pixel wide vertical borders using the 
>PF (like 
>>a cockpit window).
>
>Which'd turn the croshair & the stars black.

I meant a *visible* window border that masks the objects and 
doesn't reduce the size at all.


>I can reinstal the code I had so far and you can give it 
>a try, if you really like to do that. I didn't get it, 
>neither with try & error nor with thinking about it.

If you comment the important parts... ;-)


>Hm... it requires 2 extra lines for the kernel to 
>determine wether the next ship is ready for 
>repositioning. I assume these are part of the "blind 
>spot" problem I mentioned. But, all I could do was 
>shifting it :´-(

I still see no technical reason, why you can't show objects 
that startt before the top. You can setup all variables outside 
the kernel. 
Where is the problem? Has it something to do with the sorting 
algorithm?

Have fun!	
Thomas


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