Re: [stella] Collaboration

Subject: Re: [stella] Collaboration
From: Thomas Jentzsch <tjentzsch@xxxxxx>
Date: Fri, 17 Jan 2003 18:17:04 +0100
Glenn wrote::
> I think that will look okay, or we can try to blank the safe zone on those 
> lines.  

Blanking the safe zones would require 6..10 more cycles. :-(

> It's important for the grenade to stand out by its color vs. the 
> tombstones in case it gets dropped directly on top of a tombstone, 
> otherwise it might get mistaken for part of the tombstone.

I understand. If we can't find a way for different colors , then how about blinking (not flickering!) grenades? With a 50% on/off ratio, we could show two grenades without having to reposition them inside the kernel.

> If I set the width to only 1 pixel then it might not need to be a different 
> color, but I was planning on having it set to the same width as the 
> playfield pixels.

There are several ways (except the color) to make objects more visible, e.g. width, height, size changes, movement, blinking, horizontal misalignment...

The "Art of 2600 Programming" requires to find the best compromise between RAM and ROM space, CPU cycles and the optimal result. IMO we are currently in the last stages of that process. The less complicated (large, with complex restrictions, weird setup code...) the kernel gets, the easier the remains of the game can be coded.


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