Re: [stella] Yet Another Final Version...

Subject: Re: [stella] Yet Another Final Version...
From: "Andrew Davie" <adavie@xxxxxxxxxxx>
Date: Wed, 23 Oct 2002 21:32:01 +1100
All the below may be true, but let us have-at the code sometime, please.
I predict that should you do that, all of these issues will be dealt with
and the impossible may be possible after all.
Thomas, in particular, creates cycles out of thin air... and I'd sure love
to see the issues mentioned (staggered movement, etc) tackled in order that
we'd have a closer-to-original than this amazing effort already is.
BTW, can I buy one of the original carts?  I asked first!

----- Original Message -----
From: "Christopher Tumber" <christophertumber@xxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Wednesday, October 23, 2002 2:22 AM
Subject: Re: [stella] Yet Another Final Version...

> Thomas wrote:
> >Don't hurry please, take your time to make this game as perfect as
> >possible.
> I don't have a lot of choice I'm afraid,  I have that release party for
Nov 5 and carts need to be manufactured and delivered to me in time...
> >1. The players shoots are a bit to slow
> Umm, maybe, but the arcade game has a lot more vertical height. So I
expect that the time it takes from when shot leaves the ship to when it
contacts the "ceiling" is about the same. Anyway, the only thing to do would
be to increase the rate of rise from 2 scanlines per frame to 3 per frame
which I think would tilt it the other way...
> >2. The original invader move row by row and not all together
> Yeah, nothing I can really do about this. Each vertical position uses a
unique drawing routine (which is copied to RAM and the RESP0/RESP1 is
switched on and off). There isn't enpugh RAM to give each row their own
routine so they have to share. And the routines are really tight so there's
not really any way to make them shiftable (or there'd just be one routine in
the first place...)
> >3. The invader shots should go down to the bottom line (sometimes I feel
> >like being hit when I shouldn't)
> Yeh, this is an issue I decided to live with a while ago for reasons I no
longer remember. But, I just realised how I could fix it so I have.... I
have to post another revised version anyway since that last one had my
infite lives debug hack still enabled.. And that version did exhibit roll in
very rare, specific instances (one Instigator left and a congruence of cpu
intensive routines).
> Chris...
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