Subject: [stella] Horizontal position...help? From: Dennis Debro <ddebro@xxxxxxxxxxxxx> Date: Tue, 4 Mar 2003 15:06:13 -0500 |
I know this has been beaten to death but I can't find my bug and I need some help. I'm using the routine posted by Manuel/Eric Ball and it works great. My only problem is when my players get too close to the left edge of the screen (horizontal value $0E) they kind of jump as if there's a rubber wall present. I've gone over my computations hundreds of time and I can't find the error. My objects have a horizontal range from $03 to $95. Before I do my loop I do some preliminary data loads so it looks like this... sta WSYNC ;-------------------------- sta HMOVE ;3 sta.w GRP0 ;4 lda playerColor ;3 sta COLUP0 ;3 lda horPosP1-1,y ;4 @17 .coarseMoveGirder sbc #$0F bcs .coarseMoveGirder sta RESP1 If I did my calculations correctly the RESP1 will hit @ cycle 24 when the horizontal value is $0E (HMP1 will be $80 or fine position 8 pixels to the right) which would place the player at pixel 80 (24 * 3 + 8). When horizontal value is $0F, RESP1 will hit @ cycle 29 (HMP1 will be $60 or fine position 6 pixels to the left) which would place the player at pixel 81 (29 * 3 - 6). The values look right. Also RESP1 is done after HBLANK so that's not the problem. What's going on here. I'll gladly post source if it's needed. Take care, Dennis ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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