Subject: Re: [stella] mobile 48 bit sprite kernel From: "Eric Ball" <ericball@xxxxxxxxxxxx> Date: Fri, 10 Jan 2003 21:57:05 -0500 |
Yeah, I was looking closer at Z26.log and figured that out. The attached version fixes that particular bug (which also happens in my 16 bit routines, sigh). It also means that XPOS starts at 0 rather than 6, which is nice. From: "Eckhard Stolberg" <Eckhard_Stolberg@xxxxxx> > This is because your access to RESP0 happens one cycle too early. > If you access RESPx during the HBLANK, the sprites will be positioned > as if the access had happened right after HBLANK. The first on-screen > cycle is 22 (which is two pixels before the actual display start). > In your demo RESP0 gets hit at cycle 21 when the sprites are near the > left border, but Player0 will be positioned as if REPSP was hit at > cycle 22.
Attachment:
sprite48.bin
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Attachment:
sprite48.asm
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