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Subject: Re: [stella] Little Help Here From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Fri, 2 Mar 2001 17:32:20 +1100 |
Since there's been no other replies to this one - you can see sample
playfield from a table in my last post on March 1st. That demonstrates
writing an entire playfield, with different left/right PF0 PF1 PF2 values,
mostly read from a table.
As for sprites, I suggest you post some code so it can be examined.
Alternatively, have a look at the rather over-complex sprite code in the Qb
source - my sprite routine is probably doing a few things you don't want to
think about yet.
Cheers
A
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----- Original Message -----
From: "Tempest" <reicher6@xxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Friday, March 02, 2001 8:55 AM
Subject: [stella] Little Help Here
> Can someone post some easy to follow code for some displaying some simple
> playfield and player graphics that are stored in a table? I'm having
> trouble retrieving and displaying them when they're stored in a table.
>
> At the moment my Major Havoc type game does some simple joystick reading
and
> changes color depending on the direction you push. It's not much but its
a
> start. Now I need a background and a movable player sprite.
>
> I've been tossing around some names for the game and I've settled on
> Galactic Tactic. I don't think Spectravision would mind...
>
> Tempest
>
>
>
> -----Original Message-----
> From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On
> Behalf Of Andrew Davie
> Sent: Thursday, March 01, 2001 4:14 AM
> To: stella@xxxxxxxxxxx
> Subject: Re: [stella] Qb: v1.01 TITLE SCREEN!
>
>
>
> > Cool, I like that title screen!
> >
> > You should also put your name on it, if there's enough space left. And
> maybe center the whole thing verticaly a bit.
> >
> > I'll definitely have a look at your code, to find out, how you managed
> that ;-)
>
> Naaah, I'm not planning to put my name on the cart/code. I've centered it
a
> bit (the calls to MB4).
>
> Code follows. The routines VBPreliminary and VBFinal were not included in
> the byte-count, as they were already used for the other kernal display -
> they've been re-used for the title screen. That is, there was no
> title-screen-related cost in using them. This is the preliminary
> (not-very-much-optimised) title routine, and as you can see its pretty
> simple. The best bit is how I packed almost full-screen graphics into
just
> 4 bytes/line, just 6o bytes for the total screen graphics (I'll
optimise-out
> those trailing 0's later). Total is about 180 bytes.
>
>
>
>
;---------------------------------------------------------------------------
> ---
>
>
> QbTitle
>
> .byte %00000011
> .byte %00001111
> .byte %00011111
> .byte %00111110
> .byte %01111100
> .byte %01111000
> .byte %01111000
> .byte %01111000
> .byte %01111000
> .byte %01111000
> .byte %01111100
> .byte %00111110
> .byte %00011111
> .byte %00001111
> .byte %00000011
> .byte 0
>
> QbTitle1
>
> .byte %00011111
> .byte %01111111
> .byte %11111111
> .byte %11110000
> .byte %11100000
> .byte %11000000
> .byte %11000000
> .byte %11000000
> .byte %11000000
> .byte %01111100
> .byte %11111110
> .byte %11111010
> .byte %11001111
> .byte %11011111
> .byte %10001111
> .byte 0
>
> QbTitle2
>
> .byte %11100000
> .byte %11000000
> .byte %10000000
> .byte %10010000
> .byte %10110000
> .byte %10110011
> .byte %10110111
> .byte %10111111
> .byte %10111110
> .byte %10111110
> .byte %10101110
> .byte %11011110
> .byte %10110111
> .byte %01110011
> .byte %11110001
> .byte 0
>
> QbTitle3
>
> .byte %10000000
> .byte %11000000
> .byte %11100000
> .byte %11100000
> .byte %11100000
> .byte %11110111
> .byte %11111111
> .byte %11111000
> .byte %11100000
> .byte %11100000
> .byte %11100000
> .byte %11100000
> .byte %00011001
> .byte %11011111
> .byte %10111111
> .byte 0
>
>
> TitleScreen
>
> lda #0
> sta level
> sta COLUBK
>
> TitleScreen2
>
>
> jsr VBPreliminary
>
> jsr MB4
> jsr MB4
>
>
> ; "2001"
> ldx #0
> stx S0
> stx S1
> inx
> stx S3
> stx S4
> inx
> stx S5
> inx
> stx S2
>
>
> lda level
> lsr
> cmp #8
> bcc l92
> lda #8
> l92 sta playfield
>
> jsr VBFinal
>
> IF COMPILE_VERSION = PAL
> lda #60 ; 30+ scan lines of overscan
> ELSE
> lda #41 ; NTSC
> ENDIF
>
> sta TIM64T
>
> ldx #0
> ldy #0
>
> Title lda playfield
> sta AI_temp
>
> ALine sta WSYNC
>
> lda #0
> sta PF0
> lda QbTitle,x
> sta PF1
> lda QbTitle1,x
> sta PF2
>
> iny
> sty COLUPF
> nop
>
> lda QbTitle2,x
> sta PF0
> lda QbTitle3,x
> sta PF1
> lda QbTitle2,x
> and #$0f
> sta PF2
>
> dec AI_temp
> bpl ALine
>
> inx
> cpx #16
> bcc Title
>
> jsr ScoreLine
>
>
> ThankES2
> lda INTIM
> bne ThankES2
>
> inc level
> beq GoWarm
>
> lda SWCHB
> and #3
> cmp #3
> beq TitleScreen2 ; user intervention for
> restart
>
> GoWarm rts
>
>
;---------------------------------------------------------------------------
> ---
>
> VBPreliminary
>
> lda #D1+D6
> sta VBLANK ; start with tia disabled
>
> ; require 3 VSYNC lines at start of frame
> ; ref: spg pp.1
>
> lda #D1
> sta WSYNC
> sta VSYNC ; start vertical synch
>
> sta WSYNC ; 1st
> sta WSYNC ; 2nd TV SYNCH (2 tested OK on PAL, 1
> FAILED)
> sta WSYNC ; 3rd, to satisfy ES :)
>
> IF COMPILE_VERSION = PAL
> lda #72 ; PAL
> ELSE
> lda #31 ; NTSC
> ENDIF
>
> sta TIM64T ; 40/48 scan lines -2 (above)
>
>
> lda #0
> sta VSYNC ; stop vertical synch
> rts
>
>
>
;---------------------------------------------------------------------------
> ---
>
> VBFinal
>
>
> endvb lda INTIM
> bne endvb
>
> sta WSYNC
> sta VBLANK ; end vblank period
> ; sta WSYNC
>
> rts
>
>
> --
> _ _ _| _ _ _| _ * _ _ ,
> (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\
> ,-' \
> see my Museum of Soviet Calculators at ( \
> http://www.taswegian.com/MOSCOW/soviet.html \ __ /
> L,~' "\__/
> @--> v
>
>
>
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>
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