Subject: Re: [stella] Distella --> DAsm problem From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Sun, 23 Aug 1998 00:06:21 +0200 |
At 18.55 21/08/98 -0000, you wrote: >Thanks for the help. And not to look a gift horse in the mouth, but >(that might seem really really weird to someone not from the US, huh? Or >does it have international appeal? ;)... It's very international I think, here the meaning is exactly the same :) At 03.13 22/08/98 GMT, Erik Mooney wrote: >I'd suggest changing the kernel so that the same >WSYNC counts off every line of screen, as follows: > > ldy #0 >DoScreen: > STA WSYNC > ldx #0 > tay ;using Y to count scanlines > sec ; > sbc $80 ;A now has the distance between current line and object > cmp #7 ;7=height of object > bcs DontDraw ;branch if (scanline-$80)>7 > ldx #2 ;if (scanline-$80) was <= 7, enable the object >DontDraw: > stx ENAM0 > iny > cpy #192 > bne DoScreen > >This is a decent amount more streamlined and flexible. Much easier to add >more objects, and it's less prone to error - you're always simply counting >lines from 0 to 191 instead of from 0 to x, eight lines to display the >object, then 0 to 191-8-x. Why not count backwards..: (top of the screen) . . 100 let's say.. sprite height = 4; sprite y-pos=48 99 sprite must be drawn in scanlines 48,49,50,51 98 . 52 52-48 = 4 >= 4, don't draw 51 51-48 = 3 < 4, draw 50 50-48 = 2 < 4, draw 49 49-48 = 1 < 4. draw 48 <- y-pos; note: last scanline! 48-48=0 <4, draw 47 47-48 = $FF = 255 >=4, don't draw . . 2 1 0 (bottom of the screen ) I hope this helps. Also, remember that this technique takes a lot of processor time, and it may be not suitable for a single scanline resolution kernel. But please first this first.. and don't forget to study the Combat source carefully, it's all done this way, plus the PHP trick. 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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