Subject: Re: [stella] Combat programming From: jimn8@xxxxxxxxxx (Jim Nitchals) Date: Tue, 4 Mar 1997 09:29:39 -0800 (PST) |
> I noticed first and foremost that the code examples you provide have > better variable/label names than any of my files. What file are you > using, or is it your own creation, or a hybrid of yours and someone > else's, or what? I started from an anonymous disassembly that was quite old, and fixed it up myself. Distributing it would violate Atari's copyright *and* that of whoever did the first pass at it :( > I still think that it sets a data direction register of some kind. > There is a reason you can't control the tanks while the game is over, > and it's a different reason than the reason why you can't control them > when your opponent is exploding. When Player 0 explodes, Player 1's > forward velocity remains at whatever joystick position it had before, > but when the game ends, both joysticks are frozen to a centered position. Nope. The boot code sets the data direction register bit 4 to output, and it stays that way. Bit 4 isn't used for joystick data. The joysticks are frozen by testing whether the game is playing. See the code at $F316. It replaces the joystick data with $FF if the game is not active. You already caught this. But more significantly, the code to handle the joysticks isn't even branched to if a player is doing the death thing. Location $8A is the "DoingDeath" flag, and it's tested before joysticks are handled. That's probably where you got lost. See $F2DA. If doing death, the dead player is rotated (bit 0 of DoingDeath says which player died), his player color is set so he's not invisible, and the death sound is updated. The joystick handler, just below that, is not executed. -- To unsubscribe, send the word UNSUBSCRIBE in the body of a message to stella-request@xxxxxxxxxxx
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