Subject: Re: [stella] mobile 48 bit sprite kernel From: "Eric Ball" <ericball@xxxxxxxxxxxx> Date: Sun, 5 Jan 2003 21:34:42 -0500 |
Ah, different code, same result. I do like that his draw routine manages to leave 6 cycles free. I shoulda seen that optimization myself. However, my single cycle delay routine is different (and smaller I think). But I still have the question of why the sprite goes strange near the left side of the screen. I guess since Z26 (and Cyberstella too) reproduce it I can look at the trace and try and figure out what is happening. ----- Original Message ----- From: "Paul Slocum" <paul-stella@xxxxxxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Saturday, January 04, 2003 5:09 PM Subject: Re: [stella] mobile 48 bit sprite kernel > > >I may be re-inventing the wheel here > > Whoops! I think you did. Check out Eckhard's moveable 48 pixel sprite demo > on this page: > > http://www.neonghost.com/the-dig/source/source.php3 > > -Paul > > -------------------------------------------------------------------------- -------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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