Re: [stella] Confused newbie...

Subject: Re: [stella] Confused newbie...
From: Kirk Israel <kirkjerk@xxxxxxxxx>
Date: Thu, 7 Oct 2004 18:10:53 -0400
Just a word of dissent...for me, looking at other peole's source code
is a bit overwhelming, so I like the approach of starting simple and
building up.

On the other hand, that means I never developed proper code-reading
skills, so YMMV.

On Thu, 7 Oct 2004 15:32:10 -0500, Kevin Lipe <kevin.lipe@xxxxxxxxx> wrote:
> > You might also want to look at the archives for source samples. This
> > helped me out a lot. The archives are full of information. I hope they get
> > updated soon.
> Yeah, I've been meaning to do that, and also through all the available
> disassemblies... I've looked at a few (Air-Sea Battle, Cosmic Ark, and
> Dragonfire) and what I've seen has helped me, but... I guess this is
> pretty tough to do, and thats why not very many people do it (VCS
> programming, that is)
> > > And I guess 37 scanlines is probably plenty of time for a pretty
> > > simple game like the one I've got in mind, i just wanted to see how
> > > the "pros" did it.
> >
> > I wouldn't call your game idea simple. From the description I read it
> > seems you'll be doing some variable flicker and positioning the 2 sprites
> > in the kernel (if you show the score too).
> This is true... The only other system I've done any programming for at
> all is the NES, and this would be a pretty simple game on the NES, so
> I guess that's what I'm basing this on... Maybe the score issue could
> be simplified by displaying the score after you die, like Yar's
> Revenge does? That would keep me from having to display it during
> gameplay...
> Maybe I should put this idea on hold and make some minigame-type
> things and simpler ideas before I start on this, my "masterpiece"? I
> don't really want to but, if it helps me to be a better programmer
> then maybe I should.
> Thanks again... I'm about to leave for a few hours but when I get back
> I'll start working on the game some more.
> Would it help me if I split all my DEX loops into individual scanlines
> with a DEY or INY so I could implement a good scanline counter, and
> also have the code broken up into individual scanlines that I can cram
> code into as I need to? Seems like none of the games I've seen have
> those loops in them because they're all taken by calculations...
> Thanks!
> kevin
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