RE: Odp: [stella] AOTM AFOS New Version

Subject: RE: Odp: [stella] AOTM AFOS New Version
From: "Mark Jindra" <markjindra69@xxxxxxxxxxx>
Date: Fri, 02 Jul 2004 16:05:58 -0700
This is a prety cool game. I side to side motion seems at a good speed and the ships decreasing in size when they are hit was a pleasant suprise for me when I shot the first one. I agree that tossing in some variation would be a good thing and it did strike me that you may be able to add a few more things to the screen, either moving or stationary, similar to the little bases that guard the player in space invaders. Or possibly a second screen between waves similar to cosmic ark that had you fighting a larger stationary ufo that shot back.

Great work though, I'm just starting my foray into 2600 programming and hopefully I will have something for critique soon.


From: "Shrek" <matzieq@xxxxxxxxxxxxxx>
Reply-To: stella@xxxxxxxxxxxxxxxxxx
To: <stella@xxxxxxxxxxxxxxxxxx>
Subject: Odp: [stella] AOTM AFOS New Version
Date: Fri, 2 Jul 2004 21:46:23 +0200

2) When I added couple of instructions to the overscan, the ufo was behaving weirdly. It changed X pos. by a few pixels from time to time. Why? Does it mean that overscan is full of code? I thinked of adding some variations to the game, like faster missiles, missiles that keep Xpos with ufo, or missiles that chase player. If the overscan is full, where will I insert all these?... poor me.

OK, I think I figured it out. It happened also when I added some game data What I think is: when I put some more data after the ship, or in the overscan routines, I made distance between UFO positioning code, and it's data longer - and probably, the loading instructions took more time, 'cause they had to cross the page boundary. So when I changed place of the UFO data, everything got back to normal.
Am I correct?


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