Nukey Shay Posted June 18, 2012 Author Share Posted June 18, 2012 Yes...that would be fairly easy to implement, since the program is already keeping track of rows in the kernal. In such a case, all that would be required is to start counting scanlines from whatever the scroll value happens to be instead of zero. But this would break away from the arcade gameplay, tho...since the entire "arena" would not be visible simultaneously. Adding dots wouldn't be possible without adding ram to keep track of them. Although making energizers larger could be done much the same way that other games did it - by using missile or the ball sprites. That would require a larger display kernel segment to display them, however (0 cycles left on dot lines)...which is the main reason I never bothered to try to work it in after examining how it was done. The fact that those dots already blink on and off means that it is pretty obvious what they represent anyway. BTW if you are running this in Stella, try altering the aspect ratio In OpenGL mode. You can squash the maze horizontally to make it look similar to the arcade's ratio Quote Link to comment Share on other sites More sharing options...
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