Subject: Re: [stella] Try this demo, please. From: Scott Huggins <sub17_5k@xxxxxxxxx> Date: Fri, 31 Mar 2000 08:22:15 -0800 (PST) |
--- Eckhard Stolberg <Eckhard_Stolberg@xxxxxxxxxxxxxxxxxxxxx> wrote: > If you hit RESxx during the horizontal blank, the > object will be > positioned as if RESxx was hit at cycle 22. If you > use a zero in > your delay loop, RESP0 will be hit at cycle 21. So > there will be > a differnce of three pixels when the delay table > values change > from 0 to 1, which you will have to make up for with > the fine coarse > positioning. Thank you. I will have to think about what to do in the case of writing 0 to RESPx, since that's what is causing the problem with the delay table. > Another problem with your demo is that the code, > that determines if > the sprite should be drawn or not, takes too many > cycles. If you > want to display a sprite from pixel 5, you have to > change the > sprite's graphics and colour register within 24 > cycles after the > WSYNC. How'd you figure that out? I've read about leaving fine coarse positioning registers alone until 24 cycles after an HMOVE, but never anything about writing to GRPx within 24 cycles of a WSYNC. Interesing. >In your demo the graphics register gets > changed at cycle > 29 and the colour register gets changed at cycle 36. > So during > the leftmost part of the screen the sprite will > display the graphics > and/or colour from the scanline before. Okay.....uh, sort of. > BTW you are doing the sprite positioning not only > during the VBLANK > but also during the VSYNC. Doing anything during the > three lines of > VSYNC might result in your game not syncronizing > properly on badly > tuned TV sets. Okay, gotcha. Will never do anything during Vertical Sync again... Guess I got lucky this time! > And finally, if you want us to find a problem in > your code, it would > be helpfull, if you could send the source code along > with the binary, > so that we don't have to disassemble it first. ;-) For now on, I will post the source. You figured all this out by using DiStella on the .bin? Wow...thanks, man! __________________________________________________ Do You Yahoo!? Talk to your friends online with Yahoo! Messenger. http://im.yahoo.com -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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