Subject: Re: [stella] GunFight 2600: One Limit Reached! From: "Thomas Jentzsch" <tjentzsch@xxxxxx> Date: Fri, 16 Feb 2001 13:04:44 +0100 |
Manuel Polik wrote: > Changes: > 1 - assimilated all of Thomas' superior knowledge and put it > straight into the kernel Well, you almost did, but i think it's my fault. I'll try to exlain my tip #3 by example. In your code, you do something like: nextLine: TXA CLC SBC verPos ADC #$13 TAY BCC SkipDraw LDA (playerpointer),Y STA GRP0 ... DEX BNE nextLine What i meant is something like that: tya ; CLC ; i think you already eliminated this SBC verPos ADC #$13 BCC SkipDraw LDA (playerpointer),Y STA GRP0 ... dey BNE nextLine Notice that i didn't change Y, i'm directly using the line counting value. You "just" have to change the pointer variables and realign your data ;-) The example only saves 2 cylces (you're doing this twice), but it frees X for something else. For your missile problem, i'd suggest the following trick, which can be found in the Combat listing: ldx #ENAM1 txs ... cpy M0line php cpy M1line php You can use this for the ball too. Have fun Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ______________________________________________________________________________ Die Fachpresse ist sich einig: WEB.DE 18mal Testsieger! Kostenlos E-Mail, Fax, SMS, Verschlüsselung, POP3, WAP....testen Sie uns! http://freemail.web.de - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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