Subject: R: R: [stella] Virtual Pet (demo 1) From: "Piero Cavina" <p.cavina@xxxxxxxxxxxxx> Date: Sun, 28 Sep 1997 15:07:39 +0200 |
> sunset > lda rbow,x ;6 draw the sunset > sta COLUBK ;3 > lda mount,x ;6 draw the mountains > sta PF0 ;3 > sta PF1 ;3 > sta PF2 ;3 > sta WSYNC ;3 > dex ;2 > bne sunset ;3 I think that it is a good habit to put the graphic registers-loading instructions immediately after the STA WSYNC. When I'm working on the kernel, I usually think in the following way...: (..drawing n-th scanline..) - near the end of the scanline, prepare something for the next... (LDA, LDY, LDX..) - STA WSYNC (start of (n+1)th scanline) - finish preparing things if you couldn't do everything before - load the registers (STA, STY, STX...) hopefully BEFORE they're read by the TIA for display This isn't really necessary for a simple program as above, but when yor kernel will be more complex thinking in this way could become important (IMO). > As you can see, the background colour values are different for each line > but the mountains repeat every two lines. This is what makes them look > blocky. I tried it every one line, but then the mountains don't > look as "majestic". Ok, if you're happy, we are happy... :) What about some slowly moving clouds? > Incidently, the first time I ran this I forgot the WYSNC. The effect was > quite interesting. It was changing the background colours and playfield > graphics in mid scanline. Very interesting effect. One of those things I > stuck away in my "to be exploited later" file. ;) Boys, how many interesting things I've done _by chance_. Here's the background music in Oystron: LDA #6 STA AUDC1 LDA FRAMEC ASL ADC CURRNMY LSR STA AUDF1 LDA #2 STA AUDV1 FRAMEC is a counter with a step of 5... 0,5,10,15.. CURRNMY is the id of the current enemy (0-13). Do you think that I was really looking for music when I wrote this code? ;) P. -- 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
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