Subject: [stella] mobile 48 bit sprite kernel From: "Eric Ball" <ericball@xxxxxxxxxxxx> Date: Sat, 4 Jan 2003 15:18:13 -0500 |
I may be re-inventing the wheel here, but ever since Manuel posted his easy 16 bit sprite positioning routine, I've been wanting to use it to manipulate 48 bit sprites. So I went back through the archives/dig to find the basic 48 bit / 6 digit routine. The trick then was to make it self-timing. My original idea was to only have one WSYNC and strobe the HMOVE 24 cycles before the first digit. Fortunately, I found the post showing that unless the HMOVE takes place shortly after WSYNC it doesn't work properly. My test kernel appears to be successful except for when the sprite (random data, so I could see any problems easily) is close to the left edge of the screen. I thought it might just be Z26, but my SuperCharger does the same thing. Can anyone shed some light on what is going on?
Attachment:
sprite48.bin
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Attachment:
sprite48.asm
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