Re: [stella] Kernel help #2

Subject: Re: [stella] Kernel help #2
From: Dennis Debro <ddebro@xxxxxxxxxxxxx>
Date: Tue, 27 Aug 2002 14:32:07 -0400
I wanted to clarify that the subroutines SkipDraw, NextScanline, and SkipDraw1 are not in the normal program flow. They are called from the kernel. It could be confusing looking at it from a top down approach. Sorry about that.

> 
> From: Dennis Debro <ddebro@xxxxxxxxxxxxx>
> Date: 2002/08/27 Tue PM 12:34:42 EDT
> To: stella@xxxxxxxxxxx
> Subject: [stella] Kernel help #2
> 
> I originally sent this yesterday but it hasn't shown up on the list yet. Probably because I did a bcc to myself.
> 
> Anyway I have a kernel that I am having some timing problems and I need help. I have been looking into porting Climber5 from the 400/800 to the 2600. I have been using Piero Cavina's kernel from his MultiSprite Demo (http://www.biglist.com/lists/stella/archives/199704/msg00015.html). I thought it would work perfectly for this game. The problems I have ran into were I wanted to have single line resolution, I wanted to animate my main player (GRP0) with ~4 frames of animation, and I didn't want to pad the player with zeroes because I thought it would waste ROM bytes.
> 
> I have got the kernel sort of working but I'm running into time issues on the scanline where I position the player.
> 
> I'm using a jsr after the critical code is done but this pushes me over the 72 cycle limit when I position the player.
> 
> Can someone help me with this please :) I also want to put my PF updates back in to eventually.
> 
> Again, if this shows up twice I apologize.
> 
> 

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