Subject: Re: [stella] 11 Invaders "Reloaded" From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Thu, 27 Nov 2003 09:42:33 +0100 |
Andrew wrote: > I think the invaders are vertically spaced too far, so I'd suggest you have > a look at that optimisation sooner rather than later. Done that already (-3 scanlines). :-) But I may (have to) sacrifize one of those scanlines, so that I can display the missile (or missiles) during the spacing scanlines too. Do you think that this would be an important improvement? > Probably only 10 invaders/row would be all you'd be able to fit and have > reasonable horizontal movement - I think I would let the player decide how many invaders he wants to fight. And even with the current 11 invaders they could move to 11 different positions, which still is a one position improvement. ;-) > ...but hey, it's pretty impressive right now. Thanx! > My gut feeling, though, is that since we have Space Instigators - ANY > future Space Invaders effort will need to be a perfect clone. 100% agreed. If I'll make a game out of it, there will be a mode that will matches the arcade as close as possible on the Atari 2600. But I am planning to include a lot of variations, like in Space Invaders 2600 (depending on the ROM/RAM space). And maybe we'll find find some new variation ideas while discussing. I am not sure about the bunkers yet. My old demo featured 3 quite larger bunkers, while the original arcade game had 4 of them, which would be ~11(?) pixels wide when converted to the 2600. So what would be better, 3 x 15 pixel bunkers or 4 x 8 pixel bunkers? Dennis wrote: > looked at the source (very briefly). How much of this is your old code > and how much was changed? I wish I had it with me now. I have rewritten this from scratch, only the invader graphics have been copied, plus a few ideas. The old code used a different kernel trick and a different storage for the invaders status. But since it was a bit more advanced in progress I might be able to copy some more code. > I want to know how many RAM bytes the code takes up. Currently 46 bytes (I already managed to optimize one byte) and maybe I will use RTS or BRK instead of the jmp, so that will save another two bytes there (but increase stack usage). Albert wrote: > I haven't had a chance to try it yet--I will endeavor to do so soon. > :) Since you said it doesn't work well in emulation, I need to try it > on a real system.. Definitely, but I hope "someone" will improve one of the existing emulators soon. Have?fun! Thomas _______________________________________________________ Thomas?Jentzsch?????????|?***?Every?bit?is?sacred?!?*** tjentzsch?at?web?dot?de?| ______________________________________________________________________________ Horoskop, Comics, VIPs, Wetter, Sport und Lotto im WEB.DE Screensaver1.2 Kostenlos downloaden: http://screensaver.web.de/?mc=021110 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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