Re: [stella] Star Fire: Advice on radar needed

Subject: Re: [stella] Star Fire: Advice on radar needed
From: Manuel Polik <cybergoth@xxxxxxxx>
Date: Wed, 16 Oct 2002 22:56:43 +0200
Hi Chris!

>On Wed, 16 Oct 2002, Manuel Polik wrote:
>> I'm currently doing the radar screen and have some
>> positive results, as you can see in the attached BIN.

>wow.  I like it!


>> Now my idea was, to reduce the radar to 50% of the
>> current size and to make it part of a 6-char display.

>> An advantage of this would be, that it'd be 
>> without any flicker.

>I actually like the flicker!
>It adds to the "electronic instrument" feel of the 

Hehe, that's cool, yes. Sometimes it even gives you 
"phantom readings" :-)

>But are you displaying the starfield too?  I've shot 
all the ships, but
>there are many objects left in the radar display.  
These are very
>distracting for me....

Ooops! Phew, I was so busy with the radar, I didn't even 
try shooting...

What you see are the ships. They're still there, but 
invisible. You'll notice that the Radar even shows your 
own shots :-)

I'll fix this, right now it's displaying everything all 
the time...

>I think I'd like the radar above the viewport.  Could 
be just my Defender
>brainwashing coming back to haunt me though. :)  


>How are you doing the
>radar?  Is it a 6-digit routine?  

I have absolut ship positions ranging horizontal from 0-
255 and vertical from 0-127. What you see on the big 
screen is one quarter of it (0-127 / 0-63) 

For the radar I basically just LSR those values :-)

Right now the complete radar is drawn with the ball, 
actually it's just a minituarized version of the big 

>Is there time to draw other things with
>the playfield?  Fuel guages, damage indicators, other 
instuments in general.
>I don't know exactly what you're going for, so these 
might be useless...

Well... one is leading to the other. With the current 
display I fear I can't display too much other stuff.
Maybe I can display 1-2 sprites on the left side of the 

Depending of what I can display, this might turn into 
game features... hm... :-)

Some of the gamplay mechanics of the Star Fire arcade I 
don't like. For example when you dodge enemy fire, your 
laser get's heated. Strange logic. Kind of like 
refueling in Scramble by bombing the fuel-tanks :-)

Another thing, in the arcade you insert coins to buy 
fuel. If you shoot enough targets, you get extra fuel 
for free. Actually you always die on the time-limit, not 
by gettting destroyed. Another thing that needs to be 
adopted for the VCS version...

I'm currently thinking about rather doing real attack 
waves, maybe enemy waves alternating with asteroid 

I wouldn't need laser heat and fuel gauge then, But 
something like a timer backed shield system.

So I should at least find a way to display the current 
shield state & score.

At the moment, this seems to be the minimum I _need_ to 
display and it seems it's already the maximum _can_ 
display :-)


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