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Cybearg

Multisprite - Why Are Missiles Height-Fixed?

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Is there a particular reason why the missiles are fixed to 1 pixel high in the multisprite kernel? Is there anything that could be done to ease this limitation, allowing for taller missiles as in the standard kernel?

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It all boils down to tradeoffs due to time constraints. If heights were flexible something else wouldn't have time to be displayed. You could even make missiles into mini sprites and lines like the jungle vines in Pitfall - BUT you need to compensate by reducing time used in other parts of the kernel.

 

It would probably be easier to write your own kernel then to modify bataris old work. I'd venture a big step would be to check out Mr SQLs assembly framework to get a feel for both assembly and integrating display kernels with bB.

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It would probably be easier to write your own kernel then to modify bataris old work. I'd venture a big step would be to check out Mr SQLs assembly framework to get a feel for both assembly and integrating display kernels with bB.

 

My hope is that Cybearg will eventually learn enough assembly tricks to make all kinds of useful batari Basic kernels, minikernels, modules and enhancements.

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My hope is that Cybearg will eventually learn enough assembly tricks to make all kinds of useful batari Basic kernels, minikernels, modules and enhancements.

 

Is that like the technical support version of the Discover card? You get kernels back for all the free advice? :)

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