Subject: Re: [stella] Programming for Credit From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Sat, 22 Mar 1997 23:52:07 -0700 (MST) |
>> If you want to have real fun, change the block size and playfield data and >> see what kind of pictures you can draw. > >okay, some questions. > >1.) is STA TIM64T some sort of timer? Yes. The timer expires in A*64 cycles. >2.) What does the STA mean? Store the accumulator (A-register) in the specified location. >3.) LDY #$08 ;how many scanlines is each block? > LDX #$17 ;number of blocks of data. LDY * LDX = 192! > > Are these height and width values? I tried messing >around with them and ended up with some pretty strange stuff. LDY #$08 states how many scanlines in each block. Change it to 2 and the object will squish down. He could have said LDY #8 since using hexadecimal really isn't important in this case. LDX #$17 (#23) seems to state how many bytes are in the graphic. I'm afraid the way his demo is designed, you'll have to arrange it so that X*Y is reasonably close to 192, lest you cause the screen to scroll. >4.) Is JMP essentially just a goto? Yup. >5.) LDX PF0 > What does this code do? I don't know. PF0 is a write-only register. >7.) Crackers, didn't you say you had a small program that would >let you create graphics for the 2600 instead of having to use graph paper? He said he thought of writing one. In fact, so did I. I think I'll wait until I'm done with my C++ class, as I'm pretty sure this task would be better suited to an object-oriented programming language. -- Archives available at http://www.biglist.com/lists/stella/archives/ E-mail UNSUBSCRIBE in the body to stella-request@xxxxxxxxxxx to be removed.
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