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.
> I actually have a car showing up, but I don't like the routines that
> 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
> Please assist :)
> Glenn Saunders - Producer - Cyberpunks Entertainment
> Personal homepage:
> Cyberpunks Entertainment:

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.



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