erico wrote:I say that because a while ago I did a bit of research on 8-bit kind of rains.
You should be screenwriting for the "Big Bang Theory"
That is like, the best pickup line for chicks ever *grin* !
Oh yeah, the rain. its a 8x8 bitmap with mask, flipped every 2nd update and shifted every 2nd column.
Why ? Because speed and because lack of memory.
If I wanted a "random" rain with 30% screen coverage, that would be an array of 160x2=320 bytes. I would need the array because the rain is updated at 1:4 speed to the rest of the world, meaning that I have to "remember" the rain for 4 screens before it changes. 320 bytes of ram for the rain effect ? No can do.
Then, I'll let you in on a dirty little secret: random() on the Gamebuino is very slow. 320 x random() would slow the game down seriously.
This is not because of rodot. The underlying random code comes from avr-libc and its both slow and actually not a very good random generator either.
Operation Fox doesn't use random() at all.