RSS Bot Posted September 11, 2007 Share Posted September 11, 2007 Sprite handling judgement code is getting wacky. The judgement logic was sucking down too much RAM to compile ... so now I have an abbreviated version of the drawing list being used to set up sprites, which takes longer, and then expand it into the drawable version at the last moment, after doing judgements, and reusing the same RAM. Need to hack on this a bit more for it to generate a valid drawing list, and then implement the RESPx stuff. Just for fun, I frelled up something in the playfield logic and introduced one of those off-by-one errors that take forever to trace down, which means each playfield tile is being drawn out of phase by one lineset ... a macro run wild probably. http://www.atariage.com/forums/index.php?a...;showentry=3844 Link to comment Share on other sites More sharing options...
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