Re: [stella] Revolutionary Horizontal positioning 3

Subject: Re: [stella] Revolutionary Horizontal positioning 3
From: "Eric Ball" <ericball@xxxxxxxxxxxx>
Date: Mon, 16 Dec 2002 11:39:54 -0500
Figured out an additional tweak: if you put the hmovetab at the very end of
a page, then the AND #$0F isn't required.  This saves a couple of additional
cycles.

I've also removed the STA HMOVE since there isn't any drawing on the line
anyway and it could cause problems since the STA HMP1 is less than 24 cycles
after (although it might be necessary for HMOVE bars).  Depending on the
desired sprite coordinates & max/min position there are some available
cycles.

 STA WSYNC
.wait
 SBC #$0F ; Battlezone calculate/wait
 BCS .wait ; 2 in 1 magic !
 TAY  ; Update Manuel's magic
 LDA hmovetab-241,Y ; with Eric's 2 in 1 magic
 STA HMP1 ; Fine Position second sprite
 SBC #$0F ; carry is clear, so subtract $0F instead of $10
 STA HMP0 ; Fine Position first 1 pixel father right
 STA RESP0 ;
 STA RESP1 ;
 STA WSYNC
 STA HMOVE

 ORG $xxF1
hmovetab
 .byte $70,$60,$50,$40,$30,$20,$10
 .byte $00,$F0,$E0,$D0,$C0,$B0,$A0,$90

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