Subject: [stella] An exercise in minimalism... From: Mark De Smet <desmet@xxxxxxxxxxxx> Date: Wed, 1 Sep 1999 18:47:08 -0500 (CDT) |
I've been trying to make a 'game' that takes up the minimum amount of rom space. So far, I've been able to reduce it to 62 bytes(unless my count is off). The only thing it does is display the scrolling rainbow. I was trying to make it as small as possible, yet still display something on the screen so that someone running it knows that it is in fact running. Anyone have ideas for making it smaller? I still havn't used the accumulator in it, but there has to be a way to use that to save another byte or two... I also couldn't come up with a way to use the timer to save more bytes(it isn't used at all right now.), but there has to be a way to use it efficiently... Mark processor 6502 include vcs.h backcolor = $80 org $F000 Start ;Initialise SEI ;1 ; Disable interrupts. This may be removeable. CLD ;1 ; Clear BCD math bit. Removeable? depends if ;inc&dec are affected. ;need to clear out the player and playfield graphics regs as well as ;turn off the missles and ball. I think this loop is smaller than ;doing each of those individually. LDY #$FF ;2 LDX #0 ;2 B1 STX 0,Y ;2 DEY ;1 BNE B1 ;2 top OverScan LDY #34 ;2 STY VBLANK ;2 ;yes, I loose a scan line(it is blanked), but ;by doing this trick, I've removed 3 bytes!!!! DEY ;1 KillLines STY WSYNC ;2 DEY ;1 BNE KillLines ;2 VerticalBlank LDY #38 ;2 ;Y now is %00100110(1 in bit1) STY WSYNC ;2 vsync STY VSYNC ;2 STY WSYNC ;2 STY WSYNC ;2 DEY ;1 ;Y now is %00100101 (37) STY WSYNC ;2 STY VSYNC ;2 ;0 in bit 1, turns off VSYNC INY ;1 ;Y is now 38 vbloop STY WSYNC ;2 DEY ;1 BNE vbloop ;2 ;Y is now 0 STY VBLANK ;2 ; 0 turns off VBLANK LDY #191 ;2 LDX backcolor ;2 INC backcolor ;2 ScanLoop STX WSYNC ;2 INX ;1 STX COLUBK ;2 DEY ;1 BNE ScanLoop ;2 BEQ top ;2 org $FFFC ;4k .word Start ;2 -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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