Subject: Re: [stella] Combat questions aka Close to a new Mac Dev System! From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Wed, 31 Dec 1997 18:57:31 -0700 (MST) |
>> Well, you CAN, but if you make any changes to the code, those locations >> will still point to the same location. If the code is any larger or >> smaller, the graphics might get garbled. You can compensate for this by >> using another origin pointer right before the sprite data to keep it > >Another approach would be to start the game off with a JMP around the >data, and move the data right after the JMP. Or you could omit the JMP entirely and just set the start vector address to wherever the code begins. >> Your assembler has GOT to have some means of evaluating the high and low >> bytes of variables, though. It's essential for many implementations of >> indirect addressing. Try eliminating the # sign. > >I have seen a number of decent 6502 assemblers, tho, that neglected to >support the high and low-byte syntax for .byte and .word directives, >since that's a fairly uncommon usage. I used to see them in magazines all the time, and yes, I used them in coding for both the Atari 8-bit and the Commodore 64. I find it very useful. That way I can relocate my code wherever I want to without having to modify anything else. -- Stella list is Administered by krishna@xxxxxxxxxxxx <Glenn Saunders> Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html +-shameless plugs-------------------------------------------------------+ | Stella documentary at http://www.primenet.com/~krishna | | Nick's VCS links via http://www.primenet.com/~nickb/atariprg.htm | | Write the best game, win framed autographs of famous Atari alumni!! | +-----------------------------------------------------------------------+
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