Subject: Re: [stella] sexp8.bin Multi-Japanese Sprites. From: CRACKERS <crackers@xxxxxxxx> Date: Sat, 18 Apr 1998 11:53:04 -0400 (EDT) |
On Sat, 18 Apr 1998, Erik Mooney wrote: > I'd enjoy it a little bit more if I wasn't convinced it was saying > something rude to or about me, in Japanese :) Heheheheheheh! > 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. HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI HAI errr.. I mean YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES That would be great, thank you. It was funny, but looking at this sprite demo of mine with the zipping Kana gave me a number of ideas for games. For example, a random pachinko game. The pin sprites zip about at various speeds until you press the fire button and then yourplayfield is set. It could use P0 and P1 on the same scan line and even multiple copies on some lines, and the ball could be the.... well the ball. You could use missle sprites to make the holes, or playfield graphics. CRACKERS (Or a really whacky Frogger game from hell!!) -- 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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