A single Player0 sprite
A single Player1 sprite
A single ball
A single Missile0 sprite
A single Missile1 sprite
A symmetrical playfield, which needs to change every N lines
A status bar at the top or bottom displaying numeric information. (I think I can figure this out on my own though)
Now my questions:
* Can I cram all this into a 1-line kernel or do I need a 2-line? I may go with the 2-line anyway just because I don't need the vertical resolution of a 1-line kernel. Note that I'm _not_ okay with visual artifacts like cracks in the playfield, black bars on the left side of the screen, flickering, etc.
* Where can I see samples of a 2-line kernel with these items? I don't need anything fancy like multiple sprites, wide sprites, etc. In fact any 2-line kernel source I can look at would probably help me out a ton.
I've been looking for some time and I still don't quite get the hang of the main kernel loop. I think I can write the rest of my game logic no problem if I can just figure out how to get this stuff on screen. I wrote a mockup in bAtari Basic but the produced ASM is really tough to wade through.
Edited by Hornpipe2, Tue May 8, 2007 3:47 PM.















