[stella] WIP: Salmon Run: Asymmetrical Playfield

Thom Cherryhomes thom.cherryhomes at gmail.com
Wed Mar 14 22:36:00 CDT 2007


i'm going to try the following approach:

use a set of pointers to read a set of tables, that are 32x4 bytes
each, read those pointers on each pass of the kernel, and change them
according to a random counter. since I am using a reflected playfield,
I'll write them PF0 (which will always be F0), PF1, PF2, PF2, PF1,
which according to my calculations, leaves enough to stuff data for
PF0 and PF1 at least.

upon overscan, the scroll counters will be updated as per usual, and
the kernel will loop again.

-Thom


On 3/14/07, Thom Cherryhomes <thom.cherryhomes at gmail.com> wrote:
> it is my intention to keep PF0 filled to stretch it all the way
> across. I am currently reworking the kernel (rewriting it completely),
> to use pointers into prerendered sections of the ROM, and just slam
> PF0, PF1, PF2, PF2, PF1 as needed.
>
> -Thom
>
> On 3/14/07, SeaGtGruff at aol.com <SeaGtGruff at aol.com> wrote:
> >
> >
> > Looking at the original Atari 800 version of Salmon Run that you posted to
> > AtariAge the other day, it uses a narrow playfield instead of a
> > standard-width playfield, so you definitely don't need PF0. The Atari 800
> > version displays the background (border) color there, so you could just load
> > PF0 with #$00 and leave it alone if you want your version to be faithful to
> > the original-- or you could load PF0 with #$F0 so the unused side area will
> > be the color of the banks, rather than the color of the river. :) I would
> > personally opt for using #$F0 so the banks extend all the way across the
> > screen, but that's just me. And it might depend on whether or not the
> > obstacles (bears and whatnot) will have free range on the screen, or will be
> > restricted to the central 128 color clocks as in the Atari 800 version.
> >
> > Michael
> >
> >
> >
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