Subject: Re: [stella] RPG Kernal From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Fri, 18 Apr 2003 12:45:27 +0200 |
Paul wrote: >The flicker doesn't look so good on emulators, but it's barely >noticeable at all on my TV. You should try the phosphorescent effect of the lastest z26win. >See what you guys think and if you have any suggestions. I have never been a huge fan of RPG, so don't expect to many game play suggestions. But maybe I can give you some programming hints: 1. You should reverse the use of X and Y here: lda 0080,y and #0f tax lda f000,x sta dd lda 0080,y and #f0 tax lda f000,x sta df ... This will save you two bytes multiple times. Same here: lda f3d8,x sta 0080,y lda f3e2,x sta 0088,y ... 2. Rewrite the code above into: lda 80,x and #0f tay lda f000,y sta dd tya ; ! eor 80,x ; ! tay lda f000,y sta df ... Saves another byte. :-) 3. Inside the kernel, why are you *always* using X for storing HMMx and COLUPF? 4. Maybe using VDELPx for at least one player might help making your timing a bit easier. 5. Kernel: sta $2d ??? 6. Why no source code? ;-) Have fun! Thomas ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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