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 -- _ _ _| _ _ _| _ * _ _ , (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\ ,-' \ see my Museum of Soviet Calculators at ( \ http://www.taswegian.com/MOSCOW/soviet.html \ __ / L,~' "\__/ @--> v ----- 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 > > > > - > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > > > - > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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