Subject: Re: Aw: Re: [stella] Incoming From: Ben Larson <wazzapfool@xxxxxxxxx> Date: Fri, 1 Feb 2002 08:05:14 -0800 (PST) |
Hey guys, thanks for the help and insight. It appears I will indeed be able to make the game flicker-less. After fitting the tank graphic into one page and making some kernel modifications to accomodate this, I was able to remove the WSYNCS in the kernel as well and get enough space for the missile-drawing algorithm Manuel provided below. This should not only make the game nicer, but also save some ROM space. Ben --- Thomas Jentzsch <tjentzsch@xxxxxx> wrote: > If you align (something like: align 256 + 120) the > data P1/P2Offset are > pointing to, then you can avoid the extra cycles for > crossing a page. > Then all code in your main kernel has a constant > timing, which would > allow you to remove WSYNC and get some more cycles. > And that should > allow you to add code for one missile (perhaps even > both), and avoid > flicker. --- cybergoth@xxxxxxxx wrote: > Normal code to handle more than one missile would be > something like > > Set up stack: > LDX #$1E ; (1F if you do the ball too) > TXS > > Activate: > CPY/CPX missile1Y > PHP ; (Pushes the zero flag into ENAMX!!) > CPY/CPX missile2Y > PHP __________________________________________________ Do You Yahoo!? Great stuff seeking new owners in Yahoo! Auctions! http://auctions.yahoo.com ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Better Music Driver De, Thomas Jentzsch | Thread | Re: [stella] Perfect BIN copy prote, Manuel Polik |
Re: [stella] Is Stella GPL'd? (was, John Saeger | Date | Re: [stella] Synthcart, Paul Slocum |
Month |