Subject: Re: (fwd) Re: [stella] GunFight 2600: One Limit Reached! From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx> Date: Fri, 16 Feb 2001 11:27:56 -0500 |
> >I found something very interesting regarding quick/clever missile > >enabling/disabling in the archive: > >http://www.biglist.com/lists/stella/archives/199704/msg00056.html > > > >I goes like this: > > > >Do this before the display loop: > >LDX #$1E ;for ENAM1 - could also be used for ENABL or ENAM0 > >TXS > > > >And in the loop: > >LDA MissileY > >SEC > >SBC Scanline ;A has (MissileY - Scanline). If it is >=0 but <4, > > ;we want the carry clear. > >CLC > >ADC #252 ;If 0 <= A <= 3, the carry will now be clear. > >LDA #00 > >ADC #00 ;If the carry was clear, A now = 0, so Z is set. > >PHP ;Plug it into ENABL. > > > >I think it can be optimised here & there. Besides the carry especially > >the last part. Wouldn't... > >ROL > >ROL > >PHP > >...do the the trick way shorter & quicker than > >LDA #00 > >ADC #00 ;If the carry was clear, A now = 0, so Z is set. > >PHP ;Plug it into ENABL. > >???? Your way is faster by only 2 cycles (because you can remove the CLC.) However, this version was posted to the list some time after that archived message. After the subtraction, do AND #$FC PHP which is exceedingly clever and short. That does exactly what we want - if A is between 0 and 3 before the AND, the zero flag will be set, and so ENAMx will be enabled. This only works if your missile height is a power of two, though. > >But still... wouldn't it be best to make the missile yellow like the > >background, where there is no gun? The only other object actually > >crossing that *invisible* missile would be the ball. Can't the ball just > >have a higher priority than the misslie? Unfortunately, no. You can only give the ball a higher priority than the players, if you don't mind the playfield also having a higher priority. - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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