supercat said:
It's hard to judge certain aspects of the kernel just by watching the demo; the monsters' motion is set up so that there are never more than two P1 objects on a scan line; it's impossible to tell how you handle that case.
Hmmm....that's a good point. In theory in the worst case scenario they should flicker at 12htz. The fruit is not enabled that much so the worst case may not happen too often but it can. I'll be playing around with the kernel and flicker algorithm to try to reduce the flicker as much as possible. My eyes have gotten less sensitive to flicker in my old age.
supercat said:
I personally prefer from a gamer's perspective kernels that can share both P0 and P1, since such kernel designs often tend to flicker less than those that cannot. I believe Pesco/HackEm do this.
I agree with you. I'd like exeriment with this. Moving 2 sprites in this 1LK will be tight but worth a try. That's part of the fun with programming the VCS
BTW, Pesco/HackEm does not do this. The ghosts and fruit share the same sprite so they would use a similar technique as I do. One thing they do is restrict the ghosts vertical movement.
supercat said:
While I appreciate your efforts at using Cycle-73 HMOVEs to avoid HMOVE bars, I'm not really sure it's a benefit here. You're never showing anything on the first 8 pixels of a "dot" scan line anyway. Perhaps in a different game it could be helpful, though.
HMOVE is hit before the dot kernel. There are about 3 scan lines where I don't have to draw any PF data. This is where HMOVE is happening. So hitting HMOVE normally would black out part of the maze. I had done the HMOVE during the dot kernel but that was too late. You would see the first part of the sprite data shifted to the right and then the rest positioned correctly. Also if I hit HMOVE normally during the dot kernel you could see it when the sprite entered/exited through the left tunnel.
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I will grant that your demo certainly looks very nice. Without knowing the intricacies I can't tell how well it would translate into a game. Perhaps you need to demonstrate.

I hope I can

There's still a lot of work to do.
Cybergoth said:
Fully agreed. My only point of critic would be that it's just Pac-Man again...

You're right and this is why I've stopped doing this a number of times. I've asked myself many times does the VCS need yet another Pac-man. This was really an exercise for me plus this was my favorite coin-op. When/if I finish this I don't know what I'll do with it. If anything, I'll have a cart made for myself.