Subject: RE: Aw: Re: [stella] Assymetrical PF and Repositioning don't mix... From: "Erik Mooney" <erik@xxxxxxxxxx> Date: Fri, 7 May 2004 17:25:39 -0500 |
Sorry, hit send too early on that last message, I also meant to say this... > Instead of a repositioning loop, you could do some 15 > different kernels RESPing at the precise cycles where the loop > would do it. My River Rampage kernel does exactly that to reposition the player plane after finishing drawing his bullets. Actually, only 11 kernels are needed, not 15. And I swear that the JMP Indirect instruction was invented exactly for this purpose. :) Anyway, another solution is this: instead of needing to have a branch to RESP at every possible 15-pixel interval, you can write to RESP at every 30-pixel interval instead, if you then use the next TWO scanlines to do two different HMOVEs before actually starting to draw the player object. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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