Subject: Re: [stella] Player data loading...semi newbie From: Ben Larson <wazzapfool@xxxxxxxxx> Date: Wed, 17 Oct 2001 13:57:46 -0700 (PDT) |
> If you have only one frame of animation, like the > Missile Command > cursor or most Defender objects, it doesn't even > need to be Indirect Y - > you can use direct Indexed Y. I was going to do that originally, but I only have like 12 cycles left to display 2 player objects. So, the only method I can think of is the 'foosball man' method. :) The actual player will only appear within the top 160 lines, though, but that's still 320 wasted bytes in ROM... The reason I have so few cycles is because, not only is it an asymmetrical PF, but the left and right PF0s are packed into the same byte, so that takes up 8 cycles more (minimum) doing the ASLs...:( I could've *not* packed it, but that would've been 120 bytes of RAM instead of 100. __________________________________________________ Do You Yahoo!? Make a great connection at Yahoo! Personals. http://personals.yahoo.com - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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