Subject: Re: [stella] Distella --> DAsm problem From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Fri, 21 Aug 1998 20:36:12 +0200 |
At 13.55 21/08/98 -0000, Ruffin Bailey wrote: >>Now the whole building scrolls down: when a floor collapses, a new one >>enters from the top. Please note that the 16 sprites move independently >>(and other minor additions). > >I am getting a little flicker now when the floor falls, though just for a >few seconds and just with the highest group of critters. That's a feature! I make they flicker for a while, so that they don't appear too unespectedly (..unesp..?!) It can be changed, if you think it's not a very good effect. > Any chance I >could get you to post some commented code? I started going through a >dissembled version (I noticed one lda VAR, adc #$00, sta VAR before I had >to eat dinner ;), but with the number of updates coming out so quickly... OK, I'll post it after some cleaning (but grab an Italian dictionary for the comments :-) >So what are your ideas for gameplay? Still planning on bouncing a ball >to collapse the floors? To be honest, I don't have a clue :-) Anyway, I have the cast (4 objects per floor, the building, probably a door made with the ball), now I need to find the plot. It is likely that the player will be something bouncing, because I can't do any animation, and a bouncing thing is better than nothing. >If anyone gets a chance to look at it, give me a yell! It's just a >missile that you can move with the player 1 joystick. Watch out! Fancy >code! The .bin works on MacStella 0.7 and PCAE I believe. > LDX #$01 ;2 > STA HMOVE ;3 DON'T FORGET TO HIT HMOVE!! or the object won't >LF08E: STA WSYNC ;3 horizontally. I might have forgotten that for a Hmmm... shouldn't HMOVE always follow WSYNC? Probably this will work on emulators, but not on a real 2600. I think that HMCLR must follow WSYNC too. Ciao, P. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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