Oops. thats right. Another cost reducing feature there ;D
Then we would not have any color left for the other player's ship. So 1 player, its missile and the ball are the way to go here.
I thought about using asymmetric playfield.
I thought about a reflected PF, maybe using PF1 and PF2 only. Though I am not sure which solution will be better combinable with smoothing.
The grid could be stored into tables. I could use 6 bytes per line for: PF0,PF1,PF2,PF0,PF1,PF2. For storing every version for a line like 11110000111100001111 etc. I would need 4x6 bytes (for 11110000... 011110000... 001111... etc.), flip colors for more versions. for a 20 line grid I need 4x6 + 5x6 + 6x6 .... + 24x6 = 1764 bytes so that would be doable.
code could look like
LDX OFFSET_LINE0;2 LDA LINE0,X;4 STA PF0;3 INX;2 LDA LINE0,X;4 STA PF1;3 INX;2 LDA LINE0,X;4 STA PF2;3 INX;2 LDA LINE0,X;4 STA PF0;3 INX;2 LDA LINE0,X;4 STA PF1;3 INX;2 LDA LINE0,X;4 STA PF2;3 52 cycles
I should give it a try, it definitly will make the code less butt-ugly then the current.
Not sure here too. Maybe a combined solution (2 color writes and 4-6 PF writes per scanline).
Edited by roland p, Sun Sep 21, 2008 1:41 PM.