Re: [stella] Sprite graphics

Subject: Re: [stella] Sprite graphics
From: Kevin Lipe <kevin.lipe@xxxxxxxxx>
Date: Mon, 11 Oct 2004 19:57:24 -0500
Ah! I wish I noticed small things like that easily... I probably never
would have found that on my own.

Thanks!
~ kevin


On Mon, 11 Oct 2004 18:13:55 +1100, Andrew Davie
<atari2600@xxxxxxxxxxxxx> wrote:
> Y-register is never initialised.  Set it to 0 at the start of every frame!
> Cheers
> A
> 
> 
> 
> ----- Original Message -----
> From: "Kevin Lipe" <kevin.lipe@xxxxxxxxx>
> To: <stella@xxxxxxxxxxxxxxxxxx>
> Sent: Monday, October 11, 2004 5:52 PM
> Subject: [stella] Sprite graphics
> 
> > OK, So I took the advice given me in the other thread that I started,
> > "Confused newbie..." and read back through the Stella Programmer's
> > Guide, Andrew Davie's tutorials, and 2600 101, and I've gotten to the
> > end of Andrew's tutorials and I don't know what's happening.
> >
> > I've got the code to display the "Bad Llama" sprite working, and
> > something appears and moves across the screen like it's supposed to,
> > but... the graphics are all screwed up and I have no idea why.
> >
> > Just so all the labels and stuff in the code make sense to whoever
> > may be looking at this code, heres my description of this game, "Super
> > Killer Attack Llamas."
> >
> >>The new game, tentatively titled Super Killer Attack Llamas, is kinda
> > like a cross between Space Invaders and Yars Revenge, i guess...
> > basically the player is Good Llama, at the bottom of the screen, and
> > they're fighting Bad Llama at the top of the screen. Bad Llama is
> > shooting down at Good Llama, who has a few playfield objects to hide
> > behind, and must use the cover to shoot up at Bad Llama... that's
> > really it. Bad Llama occupies 10 scanlines and Good Llama occupies 10
> > scanlines, and they both can only move horizontally, so there's no
> > need to Vertical positioning because they will -always- be on those
> > scanlines...
> >
> > I've pored over this code several times, and can't find what's wrong
> > with it at all.
> >
> > Thanks!
> > ~ kevin
> >
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