Subject: Re: [stella] Sprite kernel (was: Distella --> DAsm problem) From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Sat, 22 Aug 1998 22:46:52 GMT |
>My cross-assembler is RAsm, which doesn't support everything that DAsm >does and some things are just plain different. Though with programs of >the size of this demo it's not a big deal to redo the original code and >make it read correctly, the longer things get the harder that conversion >will be. So I was thinking that I'd just cheat and use Distella and put >in the relavent comments (I've still got tons from Nick not too mention >all the stuff I add so I can understand myself in my "orig" code) so that >you crazy PC users could use DAsm without any extra work. ;) Just post the Rasm. Probably better to see it with the original comments, and it's less work for you. Besides, you'll probably be posting binaries more often than source anyway. >>unless P0 is on the same scanlines as P1, in which >>case it jumps over to this whole other section over here, etc. :) > >Unfortunately, that's kinda the way it stands right now. It's real hard >to save scans, get different player graphics each line, perform missile >enables, and update the PF in the same line! Aaarrrggghhh!!! I'll keep >trying. Take a look at the Combat source if you can... that's exactly what it's doing, and it handles 4 objects and playfield. 'Course, it does that at double-resolution, so don't feel bad if you can't cram it into single. >At any rate I'll keep you posted as the code moves from paper to Mac to >Stella 0.7 to a real VCS! Thanks again. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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