[stella] Playfield priority appears to change with SCORE MODE
Darrell Spice, Jr.
dspice at houston.rr.com
Mon May 29 20:15:17 CDT 2006
On May 29, 2006, at 4:45 PM, stella at casperkitty.com wrote:
> I would suggest, since you're using a large-format cartridge, using
> different subkernels for the cases where one or both kings are
> destroyed.
> Since you don't need to show the player sprite corresponding to the
> destroyed king's shield, you should have time to change the data
> for the
> playfield. Alternatively, you could display the non-destroyed king
> using
> the player sprite that would otherwise be associated with the
> destroyed
> king's shield.
Thanks for the input, though I don't plan to fix it. I just thought
I'd point something out something I noticed in case others ran across
it later.
Main reason I'm not going to fix it is the castle sections of my
kernel already take up two 4K banks all by themselves. The kernels
are totally unrolled in order to have enough time to display all 5
moveable objects, update the playfield, toggle the SCORE mode to
color the kings and read 2 paddles(original warlords only read 1
paddle per frame).
The king shapes aren't that big, they also have holes in them so the
fireballs will 'flicker" a bit while they travel thru that area, plus
that areas in question are farthest from an active player's shield so
it's not critical for the them to see exactly where the fireball is.
Darrell Spice, Jr.
www.spiceware.org
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