Subject: Re: particle cannons (was Re: [stella] More flicker, please) From: Manuel Polik <cybergoth@xxxxxxxx> Date: Mon, 07 Oct 2002 22:22:36 +0200 |
Hi Chris! >I STILL haven't been able to see this game since the first >version. (crying on keyboard) But if I understood Glenn's >suggestion right, you want 2 PF bits to start in the bottom >corners of the screen. Then they move up the screen toward >the target? Why can't you use rotate or shift commands to >move the bits? I assume that they track toward the target, so >that left particle doesn't move the same amount sideways as >the right paritcle? If that's the case, it would be more >difficult than just rotating the left and mirroring the PF. >But if you can do this, it would save space at the cost of >some offscreen overhead. The shots are not closing in on the target, but hitting the center. I spent some time thinking about shifting the PF values, then I found even a better solution. I could draw one big "X" in the ROM, and just mask the lines that are invisible on the particular frame. This'd reduce the data somewhat, but I'd still need 16 tables with the mask data. It'd shrink the data by 40%+ though. The problem with pure shifting is the crosshair, I didn't find a general rule to compute the whole PF appearance in a reasonable # of cycles on the fly. 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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