Subject: [stella] yeah, 2 line kernal, *that's* the ticket From: KirkIsrael@xxxxxxxxxxxxx Date: 17 Sep 2002 03:15:27 -0000 |
So I was having weird "stretch" effects as I added a frame of animation to the players in JoustPong... did some half-assed cycle counting, and realized I was well over the appointed 76 machine cycles. Luckily, I had already noticed that my new pong characters were looking a bit squashed, (looking better when they were stretched in fact) so a two line kernal made everything all better! (And even that I did in a half-assed kind of way, sticking in a bunch of NOPs.) Man, I really am a bad programmer. I know that instead of the conditional logic I'm using, I should figure out how to store an offset to which sprite of animation I should point this frame, and derefence that, but what I have works, the two line kernal actually looks better than the single version did, I got plenty of time to draw the ball, and I'm on my way. Maybe some month I'll buckle down and learn SkipDraw...I have to admit it's likely better than my humble PlayerBufferStuffer. But I'm happy to have solved my own problem, including the minor variation on the stretch problem I previously had. -- tho that "bug" made a neat effect where it looked like the floor shook the other player when the first player hit the ground. Source and Binary available at http://alienbill.com/joustpong/ -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com fight fire with napalm ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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