Subject: Re: [stella] sexp8.bin Multi-Japanese Sprites. From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Sat, 18 Apr 1998 13:41:21 GMT |
>Well I gave up on the "fine tuned" multisprite move for now and I've gone >back to doing my non-HMOVE multisprite move. >Now I've got 19 sprites all moving at different horizontal rates. > >Some problems I still have to work out. For some reason the top of each >sprite gets cut off in the first few inches of the screen. It also >pauses slightly on the left hand side. >(Pause the Kanji on the left hand side... > Pause the Kanji on the left hand side...) sorry ;) I'd enjoy it a little bit more if I wasn't convinced it was saying something rude to or about me, in Japanese :) >But now that I've gotten this taken care of, I'll work on making a >fine tuned HMOVE version. But can it be done all on one scanline? >The SoundX routine was too big. It can be done in exactly one scanline plus HMOVE, if you use a lookup table. Here's my positioning routine. Player0Pos is a zeropage address, holding the X-position of the player in standard 0-through-159 format. HorzTable is a 160-byte table that converts the standard format to HMOVE-style coordinates. sta WSYNC ;begin scanline ldx Player0Pos ;+3 3 lda HorzTable,X ;+4 7 sta HMP0 ;+3 10 and #$0F ;+2 12 tax ;+2 14 P0 dex ;+2 16 bpl P0 ;when branch not taken: +2 (18 + x*5) sta RESP0 ;(21 + x*5) sta WSYNC sta HMOVE If you want a line-by-line breakdown and/or the HMOVE table, ask and ye shall receive. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html
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