Subject: Re: [stella] Euchre back with odd behavior From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Sat, 16 Jun 2001 17:47:17 +1000 |
> StartBid1 > lda #StageBidding1 > sta Stage > lda Dealer > adc #$01 > and #$03 > sta Turn > adc #MsgNumSouth > sta MessageNum > lda #StageHold > sta Stage > rts Clear the carry flag before doing your addition :) ie: clc ; this one is necessary lda Dealer adc #1 and #3 sta Turn clc ; this one might be optional adc #MsgNumSouth Cheers A -- _ _ _| _ _ _| _ * _ _ , (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\ ,-' \ see my Museum of Soviet Calculators at ( \ http://www.taswegian.com/MOSCOW/soviet.html \ __ / Qb: the latest retro video game! L,~' "\__/ http://www.atari2600.org/qb.html @--> v ----- Original Message ----- From: "Erik J. Eid" <eeid@xxxxxxxxx> To: "Stella Listserv" <stella@xxxxxxxxxxx> Sent: Saturday, June 16, 2001 1:28 PM Subject: [stella] Euchre back with odd behavior > Greetings again! > > I've continued work on my Euchre game. Rather than simply displaying a few > cards in your hand and on the table, the game now actually "deals" > cards. All you see is your hand plus the card turned up for the proposed > trump suit. Also, to ensure a random first deal, I force the player to > push Reset. (I hope to have room for a title screen, but for now, there's > just a game over message.) > > I reworked the program to operate in "stages", which indicate what is going > on during that frame - shuffling (only once per frame eliminates the > flicker), dealing (revealing cards), bidding, etc. I also added the > ability to display a message in the red section at the bottom of the screen > and a "cursor" to select a card from your hand (though you won't see it in > this version). > > I'm now coming up against another problem that I can't get past. Some code > is behaving in a peculiar way. > > Once the deal is complete, players are to start bidding. While I don't > have bidding set up yet, it starts with the player to the left of the > dealer, and that player's name (north, east, etc.) should be displayed in > the message section. However, the name of the player across from the > dealer is shown instead. > > Here's the critical code: > > StartBid1 > lda #StageBidding1 > sta Stage > lda Dealer > adc #$01 > and #$03 > sta Turn > adc #MsgNumSouth > sta MessageNum > lda #StageHold > sta Stage > rts > > What this does is set the current stage to the first phase of bidding, set > the current turn to the player one "above" (meaning, to the left) of the > dealer, show the message appropriate to that player (since south is the > zeroth player, adding the turn to south's message number should bring up > the first bidder's name), and put the program in a hold state. > > I used the debugger in PCAE and found something astonishing! Whatever is > in the accumulator after the "lda Dealer" statement is increased by two, > not one, by "adc #$01". To see this yourself, open up the debugger, find > address 12D5, click the Here button, go back to the program window (it > helps not to be in full-screen mode), hit F2 to reset, then click Trace > repeatedly. Watch the accumulator. It will be increased by two. > > Am I just misunderstanding how an immediate-mode adc is supposed to work, > or is there something very wrong here? (It is interesting to note that the > value of memory location 01 - VBLANK - is 2 when this code is executed.) > > This oddness occurs under PCAE, Stella, and Z26, so I'm inclined to think > my code is bad, but I can't see where at the moment. > > (The newbie strikes again...) > ---------------------------------------------------------------------------- ---- > > . . \_ +\_ + o_-/ . O > . \-_o -=/- . . > . . \=// . > ---------\_______ ||O ___.______ > /* Erik Eid */ \____||L/\_____/ > /* eeid@xxxxxxxxx */_______________________ - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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