[stella] WIP: Salmon Run: Asymmetrical Playfield

Thom Cherryhomes thom.cherryhomes at gmail.com
Wed Mar 14 01:02:30 CDT 2007


I am at an impasse at the moment, because I'm trying very hard to find
a way to pull this off, and I'm starting to think that what I am
trying to accomplish for this part may not be possible.....

*deep-breath*

I have attached the code for the current kernel here, smooth scrolling
works for all the speeds that I have currently tested, and I will
attach joystick code to it soon... but I thought I'd spend some time
doing some thinking as to how to make the playfield less "down the
middle", or split view....

I experimented with doing all sorts of bit shifts and things, and I'm
not done there yet, but....

....quite honestly it seems that even if I found a way to make a nice
consistent algorithm, i would have to do it 8 times, times 20 lines,
and assuming that i would have to unroll the loops, I would
essentially run out of ROM space AND cycles before I even get to
drawing the fish or the enemies....

i'm curious to see if there could be ANY possibility...... to make an
asymmetrical playfield, without totally bursting through the basic
laws of 2600 physics.......... ugh... it seems the only saving
grace... that I am drawing eight lines per river change, is also going
to bite me in the ass.

is there a chance? or should I concentrate on making the most of the
mirrored playfield?

-Thom
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