potatohead Posted July 28, 2005 Share Posted July 28, 2005 Anyone have a rough guess at commands / cycles? Just ran into a timing constraint on the ooze game. To avoid some of the little timing bugs in the last version, I wanted to clear the playfield and draw a fresh set of ooze each frame. This takes too long. Storing ooze lengths two per variable does not help this any. Ahhh... the challenge of the 2600 is beginning to show. FYI, more than a few pfgraphics commands will consume all the time you have. So will a lot of variable shuffling to squeeze more value out of each bit. So, going back to the old approach to see if that can be done with the additional overhead of packing the data into each nibble of the variables. Quote Link to comment Share on other sites More sharing options...
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