Subject: Re: [stella] Jumpman: Easy Does It|
From: Manuel Rotschkar <cybergoth@xxxxxxxx>
Date: Fri, 17 Sep 2004 23:28:36 +0200
Manuel wrote:Timed overwrites of PF0/1 where required. The whole screen is devided in 5 separate kernels, with the two variable sections being specialized to this.
Sounds like a kernel puzzle. :-)
Two make the structure blue and the ladders yellow, I'd need to double the data and split it into structure/ladders only, alternately displaying those and adjust the colors accordingly. That's what Paul suggested I think. Something like flickering sprites at 30Hz.
I see, maybe you could also mix yellow and blue. But why would that double the RAM usage? Are the levels that much changeable during play?
There might be empty areas for this as well, or partially mirrored areas (like in Venture). Also, not all screens require multiplexed enemies.
I see. So you develop specialized kernels, vertically separate the screens and use those kernels there. Right?
What are the major problems which would stop you from doing them?
I know. But I played Thrust instead. :-)I must admit I never played the game long enough to get very far.Shame on you! ;-)