Re: [stella] Angular movement

Subject: Re: [stella] Angular movement
From: "Thomas Jentzsch" <tjentzsch@xxxxxx>
Date: Fri, 16 Jan 2004 12:39:34 +0100
Glenn wrote:
> I also have a problem where it looks like 1 frame out of 256 it "stutters" when 
> moving up and down which might need some kind of special-casing.  

Might be a carry flag or rounding problem.

> I'm not signing the bytes because I add or subtract based on the rotational 
> index value.  That way maybe I'm getting a bit more accuracy out of the angles.

I don't think so, it will only make the code a bit longer (though maybe better
understandable now). And 1/256 pixel is pretty accuarate for game anyway.

> It's about time we had a tool like this so we don't keep reinventing the 
> wheel :)

Actually I had written a simple Turbo Pascal program for Thrust, which does 
exactly the same. :-)


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