Subject: Re: [stella] Player data loading...semi newbie From: "B. Watson" <urchlay@xxxxxxxxxxxxxxxx> Date: Wed, 17 Oct 2001 18:41:42 -0400 (EDT) |
On Wed, 17 Oct 2001, Glenn Saunders wrote: > >.skipDraw: ; = 19/12 (or 17/10) > > But how do you handle skipdraw? > > Am I correct in assuming that all sprite frames require a zero line at the > top in order to make sure the last write to the sprite clears it out? If > .skipDraw doesn't contain an LDA #0, STA GRP0 then it will continue to hold > the last line of graphics until the end of the screen otherwise. > Easiest way of doing this is to make sure the last byte of your player is a zero... you waste one byte of ROM that way, but you'd waste a lot more bytes (and cycles) trying to decide whether or not to put a 0 in your kernel. > Also, is there a build of DASM that allows one to use the mneumonics for the > illegal opcodes rather than using the BYTE syntax? You can always define them as macros... though that won't handle different addressing modes. When I get home, if I have time, I'll look at the source for DASM to see how hard it looks like it would be, to add opcodes. This would be a nice feature to have... B. - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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