Subject: Re[2]: [stella] VDELP problem From: "Vlad Pylin" <pylin_vlad@xxxxxxx> Date: Wed, 30 Jul 2003 13:00:20 +0400 |
-----Original Message----- From: Thomas Jentzsch <tjentzsch@xxxxxx> To: stella@xxxxxxxxxxx Date: Tue, 29 Jul 2003 19:27:00 +0200 Subject: Re: [stella] VDELP problem > > Vlad Pylin wrote: > > Does anyone know if it is possible to optimize this? > > There is *plenty* of optimization possible. :-) > > > > Maybe there are other methods to check if the entity must be shown? > > Yup, search the archives for "skipdraw". (if searching is working > again) I'll try :) > > BTW: It looks like the first few lines of your kernel code are missing. Yes, I've skipped a waiting loop at the frame start. > > First I need to know what the kernel should do. > > You seem to want to draw P0, P1 and the ball at two different > y-positions, but the x-positions are unchanged, right? No, two y-positions reflect the upper and lower edges of the P0 sprite (and so for P1 and BL too). I need to check if the sprite must be drawn at the given scanline. X-positions are set once at the frame start (I am out of free cycles for repositioning - how to do it?). > Do the upper and lower parts overlap, e.g. are the upper P0 and the > lower P1 drawn together on the same line? (If not, drawing three > objects and a reflected PF may just allow a single line kernel!) All three objects can be on the same scanline. > > Give us some idea how the screen you want to create should look like. > Then we can talk abouit concepts and optimizing. There is a reflected playfield and two characters: P0 and P1. And also a ball (characters can interact with it). > > > > PS. I used to use line counters which were decremented every time > > another line had been shawn. This method have some disadvantages. > > Yes, but I am quite sure it should be possible to use a register for > the line counter. Only for the scanline counter, but not for the sprite line counter (as in Kirk Israel's tutorial). >From Russia with love! ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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