Subject: [stella] Arrrg, Arrrg, and Double Arrrg!!! From: Chris Cracknell <crackers@xxxxxxxx> Date: Wed, 15 Apr 1998 01:15:10 -0400 (EDT) |
Well gang, I'm finished school for the year. Wrote my Japanese test last week (I'm pretty sure I did well). Now I've got time to do some 2600 programming. So tonight I sat down to do some sprite experimenting, moving the sprites horizontally with only the RSP0/1 commands. But something seems to have gone horribly wrong with my little scheme and it's got me questioning the functionability of my 2600. When I run the programme on an emulator, everything works fine. But when I try to run it on a real 2600, I get something unlike anything I've ever gotten before. Here's what the programme is supposed to do... Dark grey background. Blue Stickman at top of the screen moving back and forth. Red Ghost under him moving in the opposite directions. That's it, no fancy multisprite stuff. Here's what I'm getting on a real 2600. Three copies of each sprite spread out vertically across the screen and black lines dividing the screen into 3rds. The sprites all do what I want them to, it's just that there's too damn many of them. And I don't know where these black lines are coming from. The image is very stable and the VBLANK and OVERSCAN are just knabbed from some other programmes of mine that work like a charm. I can't see anything in the screen kernal that could possibly cause this odd behaviour so either my 2600 or supercharger have gone wonky on me, or there's some really odd bug I just can't see. Here's the source code. Now it's a little speghetti right now because I was just sort of doing "stream of consciousness programming"... --SEXP0001.ASM--------------------------------------------------------------- processor 6502 VSYNC = $00 VBLANK = $01 WSYNC = $02 ;NUSIZ0 = $04 ;NUSIZ1 = $05 COLUPF = $08 COLUBK = $09 PF0 = $0D PF1 = $0E PF2 = $0F ;SWCHA = $280 INTIM = $284 TIM64T = $296 ;CTRLPF = $0A COLUP0 = $06 COLUP1 = $07 GP0 = $1B GP1 = $1C ;HMOVE = $2a RESP0 = $10 RESP1 = $11 ;RAM HPOS1 = $80 HPOS2 = $81 SPRITE1 = $82 SPRITE2 = $8A DELAY = $92 MTOGGLE = $93 org $F000 start SEI CLD LDX #$FF TXS LDA #$00 zero STA $00,X ;looks familiar, right? DEX ;typical zeroing routine BNE zero lda #$96 ;Just setting crap up. sta COLUP0 lda #$38 sta COLUP1 lda #$04 sta COLUBK lda #$00 ;starting position for each sprite sta HPOS1 lda #$0D sta HPOS2 main JSR vertb ;main loop ldy #$07 JSR sprite JSR draw JSR clear JMP main vertb LDX #$00 ;vertical blank, We all know what this is about LDA #$02 STA WSYNC STA WSYNC STA WSYNC ;I don't see anything any different here from STA VSYNC ;any other VBLANK routine I've done. STA WSYNC STA WSYNC LDA #$2C STA TIM64T LDA #$00 STA WSYNC STA VSYNC RTS sprite lda sprt1,y ;just loading the sprite data into RAM sta SPRITE1,y ;it'll make it easier when I animate them dey bpl sprite ldy #$07 spritb lda sprt2,y sta SPRITE2,y dey bpl spritb rts draw LDA INTIM ;check to see if it's time to draw a frame BNE draw sta WSYNC sta VBLANK ;I don't see anything unusual here. sta WSYNC ;insert display kernal LDY HPOS1 ;pretty darn simple kernal. According to my pos1 dey ;math it should be 192 scanlines on the bean bpl pos1 sta RESP0 sta WSYNC ldy #$07 sl1 lda SPRITE1,y sta GP0 sta WSYNC dey bpl sl1 lda #$00 sta GP0 sta WSYNC ldy HPOS2 pos2 dey bpl pos2 sta RESP1 sta WSYNC ldy #$07 sl2 lda SPRITE2,y sta GP1 sta WSYNC dey bpl sl2 lda #$00 sta GP1 sta WSYNC ldx #$ab blow sta WSYNC dex bpl blow rts clear LDA #$24 ;set timer for overscan STA TIM64T LDA #$02 ;clear the screen and turn off the video STA WSYNC STA VBLANK LDA #$00 STA PF0 STA PF1 STA PF2 sta COLUPF sta COLUBK ;just my standard clearing routine. dec DELAY bpl oscan lda #$0F sta DELAY lda MTOGGLE cmp #$01 beq rightb inc HPOS1 lda HPOS1 cmp #$0D bpl righta jmp oscan righta lda #$01 sta MTOGGLE rightb dec HPOS1 lda HPOS1 cmp #$02 bmi lefta jmp oscan lefta lda #$00 sta MTOGGLE ;all that just takes care of the movement oscan sec lda #$0D sbc HPOS1 sta HPOS2 oscana lda INTIM ;ordinary overscan stuff. bne oscana sta WSYNC rts sprt1 .byte %01100110 ;sprite data .byte %00100100 .byte %00111100 .byte %00011000 .byte %00011000 .byte %11111111 .byte %00111100 .byte %00111100 sprt2 .byte %10101010 .byte %10101010 .byte %11111111 .byte %11111111 .byte %10111011 .byte %10011001 .byte %01111110 .byte %00111100 org $FFFC .word start .word start ----------------------------------------------------------------------------- Tiy would think if it were some sort of missed bit sync problem the picture wouldn't be stable at all. I'm totally boggled here. All my other homebrews still work okay. The .BIN file will follow so you wont have to compile this mess. CRACKERS (What the.... from hell!!!!!) -- Accordionist - Wethifl Musician - Atari 2600 Collector | /\/\ *NEW CrAB URL* http://www.hwcn.org/~ad329/crab.html ***| \^^/ Bira Bira Devotee - FES Member - Samurai Pizza Cats Fan| =\/= -- 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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