John VanSickle wrote:
> There were games on the Apple (6502-based) which had seven versions of
> any given sprite graphic so that they wouldn't have to be shifted in
> order to display them on the screen. 8-bit game programmers learned
> much about squeezing every last drop of performance out of limited speed
> and memory.
Wouldn't having 7 copies of the same data eat more memory?
Did it actually store 7 copies, or just precompute them?
Also... Apple made a 6502-based product??
> One of the best C64 games was called Pinball Construction Set, which had
> the pinball moving with apparently natural motion and reflecting off of
> barriers of any angle. I should have looked at the code to see how they
> pulled it off.
The equations for simple 2D acceleration and reflection are fairly easy,
and probably implementable in fixed-point arithmetic. The *hard* part
about physical simulations is that they usually involve a huge number of
items; *one* marble isn't too big a deal.
--
http://blog.orphi.me.uk/
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