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Essentially a mesh of three kernels, passing off to each other via jump indirects, with the playfield being updated the least, and some pipelining done to ensure calculations are done for the needed initial writes of the player kernels.

 

(in other words, what he calls the Red/Blue kernel, extended a bit. He talked abot Red/Blue in the talk he gave later that evening, with an indication that he wanted to expand on the idea, next year.)

 

Tod keeps demo code for R/B here, https://github.com/todfrye/2600

 

-Thom

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