EricBall
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Blog Comments posted by EricBall
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One thing that gives me some headache is that I am running out of maria cycles.Ahh, one half of the 7800 curse - not enough MARIA cycles to do everything. (The other half is not enough CPU cycles, after MARIA has stolen most of them, to do everything. :-) )
One thing you may want to consider (if you're not doing it already) is using a DLI to change the background color and just use that for the background. Also, use direct mode instead of indirect mode.
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My paddle proof of concept was very simple - it displayed onscreen two decimal values- one for each paddle. The plan is to use that code as a base to display four values (X & Y for each player).
Additionally, trackballs, like paddles, have to be read multiple times per frame. (Although I should be able to get away with using a DLI.)
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Whatever it is, it doesn't look like it affects palettes 0 & 4.
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It's not so much a demo as a test program. In theory it will have all 6 graphics modes on-screen at once in regular bit patterns. Unfortunately, my first attempt last night just put garbage on the screen.
However, it does appear that Kangaroo Mode impacts more than the documentation suggests.
But yes, I will post the final version for others to have a look at. (Also the only way I can get PAL tested.)
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Frogger progress
in Schmutzpuppe's Blog
A blog by Schmutzpuppe
Posted
Hmm... For those border sprites make sure you are using WM=0 and direct sprites. That will have least number of bytes per pixel, thus the least number of MARIA cycles. (Although you may need to use a 5 byte header if you are changing write modes.)
It shouldn't be too bad, but I know what you mean. I need to rip apart the DL building code for SpaceWar! 7800 and I'm not looking forward to the experience.