RE: [stella] Death Derby, new build

Subject: RE: [stella] Death Derby, new build
From: Nicolás Olhaberry <nolh@xxxxxxxxxxxxx>
Date: Fri, 8 Oct 1993 22:02:40 -0300
----- Original Message -----
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Sunday, October 07, 2001 12:57 AM
Subject: [stella] Death Derby, new build


>
> In this build a lot of the stuff is laid out in memory, the sprites et.
al.
>
> I actually have a car showing up, but I don't like the routines that
handle
> the logic.  Too much RAM and cycles.
>
> I tried to use indirect addressing to set up pointers to the start of car
> sprite ROM in order to handle the rotations but I don't think I understand
> how to do this properly.  I had to go back to hardcoding it to one car
shape.
>
> Please assist :)
>
>
> Glenn Saunders - Producer - Cyberpunks Entertainment
> Personal homepage: http://www.geocities.com/Hollywood/1698
> Cyberpunks Entertainment: http://cyberpunks.uni.cc
>

Maybe you´re already aware, but the subrutine OverScan is never executed (at
least in my emu), because when you do the RTS in DrawScreen the stack is
always pointing to $FF.

Bye,

        Nicolás.




-
Archives (includes files) at http://www.biglist.com/lists/stella/archives/
Unsub & more at http://www.biglist.com/lists/stella/

Current Thread