Subject: Re: [stella] Thinking... [nearly ot] From: "Andrew Davie" <adavie@xxxxxxxxxxxxxxxxx> Date: Fri, 28 May 1999 22:56:09 +1000 |
> Yes, I recall this as well. Which makes sense as NES code is much less > coupled to the structure of the playfield than Atari code (yes, that's a > good way to say it...), although it can be made to generate interrupts when > a given scanline is started. No, you could NOT make the NES generate scan line interrupts on particular scan lines. Sorry, no no no!! The only way to do this was to position sprite 0 on the scan line you wanted, and then poll the collision bit to wait for it to be set by the hardware. And you could only do this once per frame - that is, you could use sprite 0 only once, and for the rest of the frame it had to be timed. If you wanted to do mid-screen changes of screen registers, you had to pretty much couple your code to the display - not so much as the 2600 does, but in a similar fashion. No interrupts to help you out, though you did have the ability to wait for the HBLANK period on any line. The Atari 400/800, on the other hand, had display list interrupts (from memory), which would effectively allow you to interrupt on any scan line on the screen. Although memory has faded, and I concede that I may in fact be wrong - I have programmed all of these machines (2600, Atari 400/800 and NES) - so I'm pretty sure about my information. Cheers A -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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