grafixbmp, on Sat Jan 16, 2010 12:55 AM, said:
Were you refering to 2 rows of info in your HUD sort of speak? Top and bottom? Or were you talking about something else? I figured it was this when you said not as hard as the regular kernel.
I guess you are asking If I would program the HUD kernel first and get it working before the game field area? Cause I think I like that thought. That way any screen RAM used for that could then be destroyed by the main kernel.
Oh and I'm sorry about the whole no flicker thing. I was centered on the game area having no flicker. I am sure I can design the run of the HUD with minimal distortion but in order to keep the original layout, the flicker would need to be there. However to be fair this is the atari and some things can be changed since the final boss doesn't show up till the end but the rest may be difucult. I prefer numbers for timers and the score is part of the game so...
Can't release the ROM just yet... we're holding on to it for a little bit.
But, to explain what I'm talking about I *can* send you a link with some screenshots.
http://2600connectio...ari.org/ms.html
You can see at the top of the first screenshot (outside of houses), I needed room for a few things:
1) At the top, a moon (this is where background stuff goes.
2) At the bottom, a grey-to-white transition to represent the top of snow.
3) Under that, the level number, or number of lives represented by trees.
You can see in the second screenshot (inside of houses), I needed room for these things:
1) At the top, space for the "chimney element" that appears after you collect all objects
2) At the bottom, a blue line to designate the bottom area.
3) Then, at the bottom, the house counter
4) Another blue line
5) The lives counter (which is done by a representation of trees).
The trick was... since I had 2 screens, I wanted the top of the "life counters" in screen 1 to line up perfectly with screen 2.
Additionally, I wanted the top line of "snow" to line up with the blue line that's the top of the inside screen.
This helped create more uniform transitions between screens, that didn't look funny (like one screen was moving up or down between screens).
I think if you look at Stay Frosty's development pics, you can also see that the score type area was also done first.
So, with this in mind, yes, the HUD stuff I think is a good way to get your feet wet.
It'll identify what you can and cannot do, and you may find yourself taking more space than previously realized, which will shorten the main kernel.
As an example, all of the HMOVEs for P0/P1 transition to set up 6-digit type score routines usually are very cycle intensive and can take 1-2 scanlines. So, best to get those out of the way, in my opinion. Then you'll have a good framework in place and know what you really have left to work with.
If the HUD needs to flicker, so be it-- on screen 2 in Mean Santa, Santa actually flickers on the later levels, against the black background. Nobody's said anything.
Good luck!
I can't wait to see new developments.
-John














