Subject: Re: [stella] Re: Lode Runner From: "Eric Ball" <ericball@xxxxxxxxxxxx> Date: Thu, 1 Apr 2004 21:03:57 -0500 |
> BTW, if you are having trouble with your kernel you really should fully > exploit the SC RAM. I read through your journal about how you were doing > some self-modifying code and I think that's the key to doing this game > right without lots of flicker. > > You can basically copy the kernel code to RAM (or have a bunch of different > kernel modes and overwrite JMP addresses to script out which to run and > when) on the fly between frames. Assuming there is enough CPU time > inbetween frames, that would allow for as much flexibility as you can do in > a static title screen since nothing really has to be evaluated inside the > kernel anymore. I hadn't planned on going as far as using SC-RAM for code changes. (The self-modifying code was interesting, but then I figured out a way to do the same thing without the SMC.) But I am using SC-RAM heavily, sorta like you would on the 5200. Four pages of RAM are used to generate the playfield background (which includes the gold & dirt), and two pages of RAM are used to store the player graphics. This should make the kernel fairly simple. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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