Re: [stella] sexp8.bin Multi-Japanese Sprites.

Subject: Re: [stella] sexp8.bin Multi-Japanese Sprites.
From: Chris Cracknell <crackers@xxxxxxxx>
Date: Sat, 18 Apr 1998 13:12:17 -0400 (EDT)
In article <354eab0f.294439137@xxxxxxxxxxxxxxxxxxxxxxx>, you wrote:

>    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
~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

By george I think I got it... it's the same routine that Eckhard posted.
right?

~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
>To: stella@xxxxxxxxxxx
>From: Eckhard Stolberg <Eckhard_Stolberg@xxxxxxxxxxxxxxxxxxxxx>
>
>   STA WSYNC
>   LDA position
>   STA HMP0
>   AND #$0F
>   TAY
>L: DEY
>   BPL L
>   STA RESP0
>   STA WSYNC
>   STA HMOVE
~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

Well it's a little different at the beginning, but esentially the same.
Now I see, it's all so simple now.

A child could do it, Jim. A child could do it.

Well... once they get the positions table that is.

                                  CRACKERS
             (Brain, brain, and brain, what is brain from hell!!!?)

-- 

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