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Subject: RE: [stella] a question... From: "Gonzalo" <gonzalorf@xxxxxxxxxxx> Date: Sun, 4 Feb 2001 00:46:51 -0300 |
;> No, the two equates above just assign names to memory addresses.
;> If you store something to var, it will be stored in the RAM at address
;> $80. If you store something to var2, it will be stored in address $82.
;> Ciao, Eckhard Stolberg
;Thanks $Eckhard! That puts things easier to me... I was having
;a nightmare thinking about it...
;Another question: this is my first attemp in stella programming...
;I want to learn to draw 2 players... but qhen they are in the same
;vertical position,
;something is wrong whit their size. I think that I must do something
;whit the Vertical delay, isn't?
;But I don't have any idea about how to do it... I write the VDEL
;rgisters and nothig happen
;Another thing: If I draw the PF0 and PF1, I have again troubles
;whit the size of sprites:
;am I using more cycles than I can?
; Please, somebody help me... my algorithm really sucks,
;which is the best way to draw 2 players?:
processor 6502
ORG $F000
include VCS.H
VPOS0 = $81
GRAPH0 = $83
SCANL = $82
INDE0 = $84
GRAPH1 = $85
SCANL1 = $86
INDE1 = $87
VPOS1 = $88
Start SEI
CLD
LDX #$FF
TXS
LDA #$00
clrstk STA $00,X
DEX
BNE clrstk
LDA #$08
STA INDE0
LDA #100
STA SCANL
STA VPOS0
LDA #90
STA SCANL1
STA VPOS1
STA WSYNC
LDX #$07
pos1 DEX
BNE pos1
STA VSYNC
STA RESP0
STA RESP1
STA RESM0
STA WSYNC
LDX #$06
vblank LDA #$02
STA WSYNC
STA WSYNC
STA WSYNC
STA VSYNC
STA WSYNC
STA WSYNC
STA HMOVE
LDA #$2C
STA TIM64T
LDA #$00
STA WSYNC
STA VSYNC
STA GRP0
STA GRP1
LDY #192
LDA #$01
STA CTRLPF
draw LDA INTIM
BNE draw
STA WSYNC
STA VBLANK
frame STA WSYNC
; STY PF0 ; if I do this, there's problems with the size of sprites
; STY PF1
STY PF2
STY COLUPF
LDA GRAPH0
STA GRP0
LDA GRAPH1
STA GRP1
CPY SCANL
BNE flA
LDX INDE0
BEQ flA
DEC SCANL
LDA sprdata,X
STA GRAPH0
LDA colors,X
STA COLUP0
DEC INDE0
JMP flD
flA LDA #$00
STA GRAPH0
flD CPY SCANL1
BNE flB
LDX INDE1
BEQ flB
DEC SCANL1
LDA sprdata,X
STA GRAPH1
LDA colors,X
STA COLUP1
DEC INDE1
JMP flC
flB LDA #$00
STA GRAPH1
flC DEY
BNE frame
switch LDA #$00
STA HMP0
STA HMP1
LDA SWCHA
CMP #$BF
BEQ left
CMP #$7F
BEQ right
CMP #$5F
BEQ rido
CMP #$6F
BEQ riup
CMP #$9F
BEQ ledo
LDA SWCHA
CMP #$AF
BEQ leup
CMP #$EF
BEQ up
CMP #$DF
BEQ down
JMP over
up LDA VPOS0
CMP #191
BEQ over
INC VPOS0
JMP over
down LDA VPOS0
CMP #0
BEQ over
DEC VPOS0
JMP over
left LDA #$20
STA HMP0
STA HMP1
JMP over
right LDA #$D0
STA HMP0
STA HMP1
JMP over
rido LDA #$D0
STA HMP0
LDA VPOS0
CMP #0
BEQ over
DEC VPOS0
JMP over
riup LDA #$D0
STA HMP0
LDA VPOS0
CMP #191
BEQ over
INC VPOS0
JMP over
ledo LDA #$30
STA HMP0
LDA VPOS0
CMP #0
BEQ over
DEC VPOS0
JMP over
leup LDA #$30
STA HMP0
LDA VPOS0
CMP #191
BEQ over
INC VPOS0
JMP over
over LDA #35
STA TIM64T
LDA VPOS0
STA SCANL
LDA #$08
STA INDE0
STA INDE1
LDA VPOS1
STA SCANL1
scan LDA INTIM
BNE scan
JMP vblank
sprdata .byte $00,$81,$18,$24,$42,$81,$81,$99,$66
colors .byte $00,$71,$74,$74,$74,$76,$76,$78,$78
org $F7FC
.word Start
.word Start
org $FFFC
.word Start
.word Start
Attachment:
2 Players.bin
Description: Binary data
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