Subject: [stella] 6 digit score display and other ramblings From: Robin Harbron <macbeth@xxxxxxxxxxxxxxxxxxx> Date: Sun, 15 Mar 1998 20:53:01 -0500 |
I managed to get a 6 digit score display working today _without_ looking at anybody's code :) I couldn't managed to get both the last and second last digit changed in time (only about half of it would show properly) until I remember about the txs/tsx commands - saved one more cycle over a zero page ldx and got it to work! :) It's currently using 19 bytes of RAM - 12 for pointers to the "font" data, 6 for the score (one byte per digit - I know this could be reduced to 3 fairly easy, but I might want to use more than 16 different characters in each spot) and 1 for temporary storage. How few bytes of RAM does the best 6 digit display use - or, rather than "best", "most efficient"? I didn't have to do any tricky "delay by a line" sort of things for this routine - I think I picked up the idea somewhere that this was necessary... was I getting this routine mixed up with something else? What other classic A2600 routines are there to try to code? I'm not wanting to try working on a full game yet - this is only my second little hack on the 2600, and would like to get a bit more familiar with the machine first. And finally, here is my Atari 2600 development system: 2 Commodore 1702 monitors C128(flat) with 512K REU FD-2000 (1.6 meg 3.5" disk drive) A2600 (4-button w/Supercharger) $5 VCR from the Salvation Army shop It's working really nicely - and the REU and fancy drive aren't necessary - this rest of the system could be purchased for $60 pretty easily :) -- Robin Harbron macbeth@xxxxxxxxxxx http://www.tbaytel.net/macbeth -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html Don't post pirate BINs to Stellalist. Be a programmer, not a pirate. Write the best game, win framed autographs of famous Atari alumni!!
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