Subject: [stella] reset switch: when to act? From: KirkIsrael@xxxxxxxxxxxxx Date: 13 Mar 2004 04:12:44 -0000 |
So, I decided I didn't like the way my game was in a frame-free limbo as reset was being held. At first I fixed it so that pressing reset triggers a game start, holding reset thereafter does nothing. Then, looking at what Joust does, I realie I could more effeciently just move my reset check to the END of my game loop...that way the game displays but is frozen til reset is released. The problem is, because it's doing the init code over and over, it pops up to 267 scanlines until Reset is released Or, I could make it so pressing reset does nothing, but releasing reset starts a new game. Whaddya think? What's the most standard and/or friendliest? (other than the middle option, but spending dev time I'm running out of to get it to the normal 262 scan lines... I wouldn't worry about it except someone mentioned odd # of scanlines make things even less delightful for PAL TVs...) Anyways, I think any of those 3 options are nicer than going into limbo while reset is being held down... -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com And so I'm leaving / You can find out how much better things can get And if it helps / I'd say I feel a little worse than I did when we met --Dar Williams, "As Cool As I Am" ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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