Subject: RE: [stella] Fastest missile/ball draw From: "Bob Montgomery" <BobM@xxxxxxxxxxx> Date: Fri, 25 Feb 2005 16:21:08 -0500 |
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
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