RE: [stella] Fastest missile/ball draw

Subject: RE: [stella] Fastest missile/ball draw
From: "Bob Montgomery" <BobM@xxxxxxxxxxx>
Date: Fri, 25 Feb 2005 15:26:02 -0500
Dennis,

but doesn't that mean that your vertical positioning of the ball/missile is limited to 4-line increments also?

-bob

-----Original Message-----
From: Dennis Debro [mailto:dennis@xxxxxxxxxxxxxxx]
Sent: Friday, February 25, 2005 12:23 PM
To: stella@xxxxxxxxxxxxxxxxxx
Subject: RE: [stella] Fastest missile/ball draw


Hi Bob,

> That only works for missiles/ball with a height of 1 scanline
> though...right?

Not really but as you pointed out on AA I don't think this will work for you.

The ball/missile can be any height and use the stack method. You would
just make sure you only updated the sprite for a certain number of scan
lines (i.e. 4 height would only do the compare every 4th line).

IIRC your situation is different as the height of the missile/ball is
truely variable. Where as a game like Pong, Breakout, or Combat the height
of the missile/ball is static.

Take care,
Dennis

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