Subject: Re: [stella] JoustPong: maybe ditch "poorlords" wall From: KirkIsrael@xxxxxxxxxxxxx Date: 12 Jan 2004 15:03:53 -0000 |
> > IMHO this is exactly the wrong way to do ball movement. > Ball should be adjustable to move any number of pixels per frame, for > example > > .23 pixels per frame... or 1.56 pixels per frame. > Just because you program things on a frame by frame basis doesn't mean your > objects have to move on a frame by frame basis. If you have a variable Oy, it's going to tax my meager 6507 skills, but I'll try to buck up. My understanding of 6502/7 math has always been a weak point, clearing the carry and overflow bits and what not....I even have to boilerplate simple stuff like a "greater than" comparison, because when I try to rewrite it from scratch/memory, it never seems to come out right... > > This is the way that you also get nice smooth movement on the paddle > controls, too, by the way. Not sure if you realise this yet... are you also > doing the "every frame" or "two out of every three frames" method for that? Er, method for what? I've started to do some frame-by-frame analysis of Joust. At first I thought they were using some speed limitators, but maybe it just is a nicely divorced-from-pixels speed thingy, and the fact that you can't speed up all that much even falling from the ceiling. There's a lot of 4 pixels, 5 pixels, 4 pixels, 5 pixels, 5 pixels kind of falling in that...though that's for every *other* frame, since its alternating the sprite with the computer controlled bird. -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "We're all soldiers in the war against entropy." --alt.folklore.computers ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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