Subject: RE: [stella] Fastest missile/ball draw From: Chris Wilkson <ecwilkso@xxxxxxx> Date: Fri, 25 Feb 2005 22:54:49 -0500 |
A page is 256 bytes, BTW. -Chris On Fri, 25 Feb 2005, Bob Montgomery wrote: > Problem with this is: for each different height of the missile you would need another giant table. > > And if you are using most of the screen for your display, > ~128 scanlines, depending on missile height, then you have page-crossing which creates timing issues. > > On the other hand, for the specific thing I'm playing with right now, I have a 2LK covering 128 scanlines, so my Y-counter only goes to 63 - so my tables would easily fit in a page. Could get two in a page. And I have big giant tables of color data, where the lowest bit is unused, so I could reuse those tables, and in-kernel do this: > > lda (),Y > asl > sta ENABL ;+10 > > Hmmmm.... > > -bob > > -----Original Message----- > From: Dennis Debro [mailto:dennis@xxxxxxxxxxxxxxx] > Sent: Friday, February 25, 2005 1:13 PM > To: stella@xxxxxxxxxxxxxxxxxx > Subject: Re: [stella] Fastest missile/ball draw > > > Hi Manuel, > > > Well, if you have the ROM space, a faster way is always: > > > > LDA (ballPointer),Y > > sta ENABL > > BTW, this is what Berzerk does. It re-uses the maze data for this. > > Take care, > Dennis > > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://stella.biglist.com > > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com
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