Subject: [stella] "plane" bi-sprited From: Gonzalo Fernández <horcas@xxxxxxxxxxxxxxxxxx> Date: Sun, 5 Aug 2001 19:57:02 -0300 |
Hi everyone! Manuel escribió: > Can't wait too see that! Your demos so far look damn promising! I'm > really looking forward to every new version you send. I really appreciate your words. And here is the .bin!! well, the new kernel allows me to use the player 1 and get two sprites on screen in different horizontal lines. I think that you can predict the algorithm watching the black line on the left side of the screen (caused by HMOVE). It's something like this: 3 sections of kernel: k1, k2 and k3 register Y is the line counter. k1 draw island if (VerPosSprite1 > Y) {go to k2, there's no need to draw this sprite} else draw sprite 1 (when it's time) dey bne k1 jmp exitKernel k2 HorPosSprite2 is the new hor. pos. of player 1 (custom HorPos routine, it needs to be adjusted) k3 draw the rest of the island draw sprite 2 (when it's time) dey bne k3 jmp exitKernel exitKernel This is a 2LK. In every section, there's a line that draws the plane and the background and it's the same in the three sections... I think it can be reused without sacrify many cycles. I tried to do it using ind abs jmp: jmp(address) in the reused line and updating the address in every section insted of make a jmp k2, or k3 when I ask for (VerPosSprite1 > Y). (the address is a pointer to k2 or k3). But it didn't work. I did something like lda #>k2 or k3 sta address when it's time to change the section, and before I had a lda #<k1 sta address+1 If the all kernel doesn't cross a page boundary I wouldn't need to change the address+1, right? but maybe this was the problem. Thanks, sorry if it was hard to read this mail. G. Ps: I know the shadow of the palm tree sucks, but there's nothing to do.
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Plane.bin
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Plane.vcs
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