At 07:38 PM 11/25/01 -0800, Glenn Saunders wrote:
Here is the composite [stella.h]. Let's work on the constants. Anything
missing here?
I'm looking at an old Microsoft Word version of the Stella Programmer's
Guide for this...
; VARIOUS TIA REGISTER CONSTANTS
; NICK BENSEMA VCS.H MERGE
;VIDEO SYNC
VS_Enable = 2
VS_Disable = 0. Setting bit 1 to 0 stops the vertical sync.
;PLAYERS
P_Reflect = $08
Should there be a P_NoReflect = 0? It might be overkill, but it could make
code a little more clear if there's often switching between reflect and no
reflect.
;MISSILES
M_Enable = 2
Along the same lines, should there be M_Disable = 0 as well?
There's also the RESMP0 and RESMP1 registers which are used to lock the
missile to the center of its player. These could be M_Lock = 2 and
M_Unlock = 0.
There should also be similar constants for the ball (BL_Enable and BL_Disable).
;PLAYFIELD
PF_Reflect = $01
PF_Score = $02
PF_Priority = $04
Since these are for CTRLPF, how about these for the ball width:
BL_Single = $10
BL_Double = $20
BL_Quad = $40
BL_Oct = $80
;JOYSTICK 0
J0_Right = $80
J0_Left = $40
J0_Down = $20
J0_Up = $10
It might be useful to have paddle trigger constants since these are read (I
think) the same as some joystick movements. (P0_Trig = $80, P1_Trig = $40,
P2_Trig = $08, P3_Trig = $04)
I'd also suggest adding constants for dealing with the keyboard
controllers... provided anyone here knows how. :)
Also include constants for vertical delay (VR_Delay = 1, VR_NoDelay = 0).
The xxx_Disable constants may be a bit excessive, but I thought it might
help make some code a little more clear. For example, if you set VDELP0 to
VR_Delay, later on when you see VDELP0 set to VR_NoDelay, you'll know that
the region between them is on a one-scanline delay.
All in all, this combined header file sounds like a good solution to our
lack of standardization woes. Thanks for compiling it, Glenn!
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