Subject: Re: About SHIPS.ASM (was: Re: [stella] Jim's heart From: <kurt.woloch@xxxxxxxxx> Date: Wed, 17 Jun 1998 11:51:42 +0200 |
On Tue Jun 16 22:53:05 1998, Piero Cavina wrote: >; initialize Y and jump to kernel:, line2:, line3: or line4: >; to enter the main loop according to the sinking level >; if you don't enter the loop from kernel: you'll have to initialize the >graphic registers too - >; obviously, this is easier to say than to do :-) >kernel: > STA WSYNC > LDA ForeColor,Y > STA COLUPF > LDA PF1Graphics,Y > STA PF1 > LDA PF2Graphics,Y > STA PF2 > (...you may put your code for sprites and missiles here...) >line2: > STA WSYNC > (...even more cycles for your stuff here...) >line3: > STA WSYNC > (...or here...remember that in the kernel, we're often preparing things in >advance...) > (...ie you might need to do some math here for use in the next scanline...) >line4: > STA WSYNC > (...as above...) > DEY ; always try to count backwards > BPL kernel ; or BMI-JMP if the branch comes to be out of range I thought of another thing here. Since the ship body can end at kernal:, line2, line3, OR line4, I'd have to offer a possibility in each scanline to exit this kernel part. And then, how do I determine whether to leave or not? Still, I could hide those things BEHIND writing all registers, after everything's done... maybe it's even impossible to let the ship sink only one scanline at a time this way? With love (and still many things to rearrange) Kurt Woloch -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html
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