Subject: [stella] Two triple-copy sprites for 48 horiz. pixels hi-res? From: Greg Troutman <mor@xxxxxxx> Date: Sat, 08 Mar 1997 01:13:17 -0800 |
Is this even possible? There are some games that seem to do this for intro screens and messages, but I'm not sure those aren't just elaborate tricks (32 or 40 pixel re-writes, with alternating start positions on each line (TAZ) or maybe a REFP0/REFP1 (Sorcerer's Apprentice?) It's not hard to re-write the GRP data with both players in double copy, or even with one in triple and the other in double (40 pixels hi-res!) I've done that, but it seems maybe not possible to squeeze in those last 8 pixels. I can even re-write all six bytes, but I haven't figured out how to do it with *real* data read from memory, but only by cheating and writing the last byte from a register that was just used for one of the prior bytes--meaning I can do things like: p0 p1 p0 p1 p0 p1 0 1 2 3 4 3 (dang, it went too quick for me to read then write a new bit pattern in the last spot--I could also have put a four or a two in there, but not a 5--just gimme *one* more register...) The fastest way I've figure so far is to absond with the stack pointer and hide away byte 6 long before the time critical stuff: ldx byte6 txs .. sta GRP0 stx GRP1 sty GRP0 tsx ;2 freaking cycles, and I need it yesterday! stx GRP1 But that's still too slow... Anyone know for sure? If you can find code that does this, I'd appreciate it if you sent it to me, since I'm still without a disassembler (and really tired of trying something that seems actually like it might be impossible). -- mor@xxxxxxx http://www.crl.com/~mor/ -- To unsubscribe, send the word UNSUBSCRIBE in the body of a message to stella-request@xxxxxxxxxxx
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