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/
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