Subject: Re: [stella] 6 Digit Code Frustrations From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Mon, 08 Sep 2003 18:47:30 +0200 |
Dennis Debro wrote: >Have a look at Thomas' Thrust source and look at the ShowDigits1 subroutine. This should give you what you need (I hope). Notice that Thomas uses illegal opcodes to do his 6-digit display :) The lax instruction will save 2 cycles. It loads the accumulator and x at the same time. The problem with this routine is that the timing is so close, that no matter how you position the sprites, two pixels always share the same information. Therefore I call it a 47(!) pixel routine. This is no problem for score displays (or the Thrust logo), where you need some space between the digits/letters anyway. But when you want to draw a picture with it, it most likely won't work for you. 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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