Subject: Re: [stella] .byte and B&W questions From: Ruffin Bailey <rufbo@xxxxxxxxxxx> Date: Sat, 17 Jan 98 12:07:45 -0500 |
>The # sign tells the assembler to interpret the following as a number >instead of an address. If you leave it out, your program would read >the value, that is in the zeropage address 06, Well, that was certainly a brain-fart. Thanks, I probably would have never seen that either. I have the numbers in binary (%11001110 or what have you), so I'm going to claim that's what threw me off. The colors work now, btw. >Also your program turns the Vsync signal off for three scanlines before >it turns it on for another three scanlines. That is unnessessary. >One STA Wsync before the STA Vsync to make sure the Vsync starts at the >beginning of the scanline should be enough. Thanks. I haven't even started looking past "game calculations" (just init'ing values) and the scan lines for now though. The Vsync, etc is all being done by Nick Bensema's template. But that's not to say I would have caught that later, so thanks again. >Then your program sets the Tim64T timer during the three lines after >the STA Vsync. Some TV sets can not sync to that and will produce >a rolling picture. To make sure your program will work with most >TVs the syncronizing sequence should look like: Hmmm. Have you tried the "How to Draw a Playfield" on Nick's site? (http://www.primenet.com/~nickb/nbtia_1.asm) I have seen this run on PCAE, and I really haven't messed with the innards of the program much at all. I'm just wondering why the screen is nothing but black on PCAE, and guessing that you might have been suggesting this was why. Hopefully, the addresses in zero page were just #%XXXX000X in PCAE (and something different in Stella). I remember having some discussion a while back about which emulators did what if you didn't initialize your variables, and how the actual 2600 differed. The only weird thing was that when I changed the values for the bkgd and pf in my program (sans the "#" symbol for absolute addressing), I got different shades of B&W in Stella. Go figure. Thanks for your help, and I'll send some source next time. Em@iler will send files out UUencoded. I'm sorry I didn't mention it before, but I do have some source on the web at http://web.cetlink.net/~rufbo/JBPF3.asm, though some of the comments don't match the code now that I've hacked it some. Again, I appreciate it! Ruffin -- 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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