Subject: Re: [stella] Color-cycling From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Thu, 24 Jul 1997 17:24:12 -0700 (MST) |
> >Nick S Bensema boldly stated: >> >>IT'S SOFTWARE, I TELL YOU! SOFTWARE!!!! >> >>Most games use an EOR or ADC on every write to color registers against a >>memory location in RAM which holds zero when there's no attract mode, and >>some pseudorandom number when there is. I've seen the source code to Combat, >>Defender, and Pitfall, and this is the method used in each of them. >> >>Not all games use the color cycling method as an attract mode. Some games >>have a "demo game" running, while others run a cute animation sequence. >>See Joust, Ms. Pac-Man, and Moon Patrol. > >Thanks for the info. Even after you've told me what to look for, I >can't find it in the Combat code. I gotta learn 6507 assembly >someday. By the way, the B&W switch is also software-based, which is why it only works on certain games, and has additional functions on other games. In Pitfall, for example, every color register went through something like this: LDA ColorToGet EOR $88 AND $87 STA ColorRegister If the system is not in attract mode, $88 contained a zero, which meant no bits were changed. If it is in attract mode, $88 contains just about any value. Depending on that value, the color either becomes dimmer, or brighter, or negatived, or otherwise altered. In $87 there is either a $FF in color mode, or $0F in B&W mode. This meant that the color was unaffected when in color mode, but in B&W mode, all the bits that controlled hue were stripped, leaving a grayscale version of the original color. -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Color-cycling, Lee Seitz | Thread | Re: [stella] Color-cycling, Piero Cavina |
Re: [stella] Color-cycling, Lee Seitz | Date | Re: [stella] Color-cycling, PatMan |
Month |