Subject: [stella] more exciting that even that! WAS: JoustPong: more exciting than ever! From: KirkIsrael@xxxxxxxxxxxxx Date: 26 Feb 2004 05:41:35 -0000 |
A really good day coding today. I think this sucker might just be able to fly in time for Philly! I got Paul's kernal working pretty well...it is really nice to be flicker free. A few issues I could use some help with, I'll talk about that in a second. A second big improvement was an idea of AtariAge Al's... he said that it's not fair that the computer can flap so quickly, so fast, so I've added a rate limitor that really makes the computer much less skillful. (It sounds a little too mechanical/rhythmic when it flaps, but hey). Basically, there's an upper threshold on how fast it can flap, it needs its rest. Also in terms of physics, I sped the ball up a touch, and also made flaps a little stronger. I think it was getting too painful to have to press the button quite that much to stay in place. (Not too too bad on a keyboard, but depending on the joystick's button, kinda painfil) Oh, and Pterry's flapping around in a much more interesting pattern. It really does add a nice element of...not quite chance... unexpectedness...to the game. So finally, here are the 4 problems I have w/ the kernal. I don't think any are really really show stoppers, but they're toughies... * I had to modify Paul's kernal to use indirect addressing for the players, so the overscan could determine if it's wing up or wingdown. Unforunately, when I went to do the same thing for Pterry, I done ran out of time, big time, and my scanlines started going crazy. Now, brute force, I probably still have enough ROM space to have two kernals...one for pterry wing up, one wing down. But that is BRUTAL, and if someone can show me a way to avoid that, I'd appreciate it. * Also, the players aren't quite touch the 'floor'...and the right player has some shrinkage issues, the last line gets cut off when it's at rest. * Another issue, but a small and liveable one, is that when pterry cross a point about 3/4 over on the screen, each shifts down a pixel. With the ball it's not noticeable, with Pterry a bit more so. * finally, the kernal uses some extreme cleverness with ENABL... but it seems limited to one scan line. Which isn't too terrible, but I wonder if I should try and see if there's any room for a multi scanline ball or not, timing wise... well, those are the primary issues I think I only have a tiny chance of being able to deal with on my own, so if someone wants to play squeeze the kernal, I'd be your bestest friend in the whole world. A list of by TODOs and DONEs on http://alienbill.com/joustpong/ Latest source: http://alienbill.com/joustpong/20040226.source.txt Latest binary: http://alienbill.com/joustpong/20040226.bin Thanks! I'm really getting psyched about releasing at Philly... maybe sign a few carts, run a tourney...and maybe even one other surprise I'm trying to cookup w/ Al... -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "I would have made a good pope" --Richard M. Nixon ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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