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 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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