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Subject: Re: [stella] Playfield Graphics.... ideas. (fwd) From: Chris Cracknell <crackers@xxxxxxxxxxxxxxxxxxxxxx> Date: Fri, 7 Mar 1997 11:40:00 -0500 (EST) |
---------- Forwarded message ----------
Date: Fri, 7 Mar 1997 11:38:13 -0500 (EST)
From: crackers@xxxxxxxxxxxxxxxxxxxxxx
To: Chris Cracknell <crackers@xxxxxxxxxxxxxxxxxxxxxx>
Subject: Re: [stella] Playfield Graphics.... ideas. (fwd)
In article <Pine.GSO.3.95.970307041939.11002A-100000@xxxxxxxxxxxxxxxxxxxxxxxxxxxx>, you wrote:
>Every six lines would be tricker than every four or eight lines. Six is
>not a power of two, so neat tricks with Boolean math won't work.
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Yeah, I kind of realized that last night when I was going over things in
my head looking at the graph paper I made. The graph paper looks pretty
cool, actually. It's like some sort of bizarre techno-tartan.
Ach! I canna fire a weapon. I got arthritis in me thumbs from Space Invaders
in 1977.
Yes, that was a great video game.
Video game!?
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>>1) It might be possible to set up a chunk of ram in the Supercharger as
>> psuedo-video ram for the playfield graphics if you have a game that
>> modifies the playfield graphics a lot with player interaction.
>
>Perhaps. Probably. I guess so. It'd be better than Surrouns.
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It would probably make it easier for keeping track of dots (Err... I mean
"waffers") in Player Eats Playfield Graphics games. You could also have a
Pac-like game where the player can edit the maze during the game. Shooting
through walls, or leaving barracades behind him (hey, all those digested
"waffers" have to go somewhere).
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>>2) It might be possible to write a PC-Programme specifically for editing
>> playfield graphics.
>
>Of course... what are we all going to do it in our head? Even that gives
>me a headache.
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I've just been doing it with graph paper and then converting it to hex with
a calculator.
But an editor would be more environmentally, and sanity friendly.
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>>Also, a PC sprite editor might be an option. Something where you specify
>>the vertical resolution of a sprite and then it gives you a grid of
>>8x??. You click on the grid squares to toggle them and then you can preview
>>the sprite in the different width modes. When you're done it saves the
>>data similar to the playfield editor so that you can easily cut and
>>paste the data into your source code.
>
>Hey, you're not writing the same program I'm trying to write, are you?
>
>Actually, this program modifies existing .BIN files. I guess I'll have
>to get it to output data in some way.
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Nope. When it comes to programming, I actually know more about programming
the 2600 than I do about programming the PC. The only computers I've ever
been a programming wiz for would be the Commodore Pet and the Commodore 64.
When I got my ST I stopped programming all together because I was pretty
much spoon fed the software I wanted, thus I had no desire to programme
anything.
A programme for editing existing bins would be nice. but it would also
be nice to have something that programmers can use to create data for
original works.
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>Man... too bad I spent the beginning of the weekend vegetating in front
>of this damn machine. I'm probably going to spend the rest of it out
>there doing stuff in that giant room with the blue ceiling and that
>bright-ass light bulb. But I'll get tired of that and whip something up
>maybe in a week, or a month.
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I remember that giant room... last time I was in it someone forgot to turn
up the heat.
Incidently, if anyone wants to use the 20x24 playfield graphics mode, and
you have an old 8-bit computer. A good way to get a sneak preview of
how your graphics will look on a screen is to draw them on an old 8-bit
computer using Reverse Spaces as pixels. Just don't use the bottom line
of the screen.
CRACKERS
(A really simple editor from hell!!)
--
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