Re: [cc65] Lynx target

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From: Groepaz (groepaz_at_gmx.net)
Date: 2003-02-27 23:39:09


On Thursday 27 February 2003 15:51, Christian Krüger wrote:
> Hi,
>
> > By: Groepaz [mailto:groepaz_at_gmx.net]
> > 20*12 ? uuh :o) what  resolution does the display have then?
> > 160*96 ???
>
> 160x102 actually - enough for a portable unit... ;-)

eh...and i thought the gameboys 160x144 was odd :o)

> That was my thought too - the reason for my question. Anyhow,
> there is already a Tetris for the Lynx but I'm sure the
> 'building-blocks' are smaller than 8x8 pixels. Beside a smaller
> font size, another solution could be the 'rotation of the Lynx':
> It's common style for games that need more vertical than horizontal
> resolution (i.e. 'Klax','Centipede' or 'Lexis' (also a Tetris clone)
> (http://www.atariage.com/screenshot_page.html?SoftwareLabelID=1897),
> (http://www.atariage.com/screenshot_page.html?SoftwareLabelID=1989)
> ).
> All these games have 102x160 pixels... ;-)
>
> I'm not sure if the rotation should go to 'conio'.
> Maybe it should be a #ifdef'ed Lynx-specific call, when porting
> your Tetris to the Lynx...

i would implement two different conio modules which can be linked as needed 
(simelar to the soft80 thing for c64 for example).... and i dont like to have 
any target specific code in tetris to be honest (infact i have tried to avoid 
them as much as i can, and i probably can remove them all when the c128 and 
geos stuff is fixed).

gpz
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