I attempted to unroll the inner tombstone loop and I'm probably doing
something wrong with the TXS/TSX because the first frame seems to display
okay and then the screen goes haywire.
Please take a look at this source to see what's wrong.
I think this unrolled approach is one of several steps necessary to free up
cycles.
Originally I had this working as subroutines but that just adds the JSR/RTS
overhead. For now, at least, there is enough ROM space left.
I'm also including Build13 which isn't that different from build 10. It
just has the better optimized driving code and an HMOVE in the playfield
lines and a color change so that the HOME comb shows up.
I haven't yet gotten a missile to show up yet. If anyone has any pointers
on how to initialize the horizontal motion for the missiles, let me
know. I am using Manuel's positioning routines for P0 and P1 and I don't
know if they can be used for the missiles as well.
If I can horizontally position the missiles and turn them on so I can see a
strip on either side, then I'll be able to at least comment out the sprite
stuff and write in the missile logic/output code for a missile, which we'll
need in order to truly evaluate whether this stuff has a chance of fitting
together.
Glenn Saunders - Producer - Cyberpunks Entertainment
Personal homepage: http://www.geocities.com/Hollywood/1698
Cyberpunks Entertainment: http://cyberpunks.uni.cc
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