Re: [stella] Combat programming

Subject: Re: [stella] Combat programming
From: Nick S Bensema <nickb@xxxxxxxxxxxx>
Date: Tue, 4 Mar 1997 12:01:30 -0700 (MST)
>> I noticed first and foremost that the code examples you provide have
>> better variable/label names than any of my files.  What file are you
>> using, or is it your own creation, or a hybrid of yours and someone
>> else's, or what?
>
>I started from an anonymous disassembly that was quite old, and fixed it
>up myself.  Distributing it would violate Atari's copyright *and* that
>of whoever did the first pass at it  :(

Well, nobody's arrested me yet anyway.  No problem, it'd just spoil all
the fun for me if someone else came up to me with a listing that was
already done.

>> I still think that it sets a data direction register of some kind.
>> There is a reason you can't control the tanks while the game is over,
>> and it's a different reason than the reason why you can't control them
>> when your opponent is exploding.  When Player 0 explodes, Player 1's
>> forward velocity remains at whatever joystick position it had before,
>> but when the game ends, both joysticks are frozen to a centered position.
>
>Nope.  The boot code sets the data direction register bit 4 to output, 
>and it stays that way.  Bit 4 isn't used for joystick data.

Then it will remain a mystery until we can track down the guy who put that
code in there.

Wait a minute...What boot code?

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