Subject: [stella] help with: move this From: Maxime Beauvais <maximebeauvais@xxxxxxxxx> Date: Mon, 5 Nov 2001 11:57:59 -0800 (PST) |
Hi, I'm still in the learning stage of the atari programming.I did some experience with playfiefd source code and it was fun. However, I have an problem with move source code. 1- I try to distalla bigmove.bin to bigmove.src However I get a .a65 source code? what is this? Normally I used the .asm. THANKS 2- I found an other version of bigmove. However I'm not able to dasm this source code here is the source code. can you help me. Wher is the error? THANKS!!!! processor 6502 include vcs.h scanctr = $91 ; variable used to count scanlines (looking for scanline 95) ; the Y registerwill be used to count scanlines from 191 - ; ; variable (scanctr) ; will count from 0 - 191. When Y meets scanctr, then we are at ; scanline 95 and it's time to draw our sprite. ; *** usual initialize Start SEI ; Disable interrupts, if there are any. CLD ; Clear BCD math bit. LDX #$FF TXS ; Set stack to top of RAM. LDA #0 ;Zero everything except VSYNC. B1 STA 0,X DEX BNE B1 MainLoop JSR VerticalBlank ;Execute the vertical blank. JSR CheckSwitches ;Check console switches. JSR GameCalc ;Do calculations during Vblank JSR DrawScreen ;Draw the screen JSR OverScan ;Do more calculations during overscan JMP MainLoop ;Continue forever. VerticalBlank ;Beginning of the frame - at the end of overscan. LDA #2 ;VBLANK was set at the beginning of overscan. STA WSYNC STA WSYNC STA WSYNC STA VSYNC ;Begin vertical sync. STA WSYNC ; First line of VSYNC STA WSYNC ; Second line of VSYNC. LDA #44 ;Set timer to activate during the last line of VBLANK. STA TIM64T ; ; Now we can end the VSYNC period. ; LDA #0 STA WSYNC ; Third line of VSYNC. STA VSYNC ; Writing zero to VSYNC ends vertical sync period. RTS CheckSwitches LDA #0 ;Clear collision latches STA CXCLR ;In a real game, we'd probably check the collision ;registers before clearing them. LDA SWCHA ;Read joystick 0 STA Joystick0 ;Store for later use RTS GameCalc LDA #0 STA COLUBK ;Background will be black. LDA Joystick0 ;Load the joystick switches AND #$F0 ;Only care about top four bits, which is joystick 0 CMP #$F0 ;If top four=1111, stick centered, don't change BEQ NoStick LDA #$88 ;otherwise, make the background medium blue STA COLUBK NoStick LDA #$55 ;Alternate pixels: 01010101 = $55 STA PF0 STA PF2 ;Store alternating bit pattern to the playfield registers ASL ;Because PF1 displays in the opposite bit order from PF0 STA PF1 ;and PF2, we need 10101010 instead of 01010101. LDA #1 STA CTRLPF ;Let's reflect the playfield just cause we feel like it STA RESP0 ; SCOTT RTS DrawScreen LDA INTIM BNE DrawScreen ;Loops until the timer is done - that means we're ;somewhere in the last line of vertical blank. STA WSYNC ;End the current scanline - the last line of VBLANK. STA VBLANK ;End the VBLANK period. The TIA will display stuff ;starting with the next scanline. We do have 23 cycles ;of horizontal blank before it displays anything. LDY #192 ;We're going to use Y to count scanlines. ;Everything is already set, so let's just count scanlines. ;We're at the beginning of WBLANK of the first TV line right here. ScanLoop STY COLUPF ;Keep changing the playfield color every line for some ;neat-looking stripes. STA WSYNC ;Wait for end of scanline INC scanctr ; increment our scanline ctr DEY LDA Y CMP #$91 ; compare the Y register to value in memory location $91 BEQ drawSprite ; get rid of this if things start breaking BNE ScanLoop ;Count scanlines. RTS drawSprite ; I'm trying to load the 8 bytes of sprite data at end of file LDX $08 ; <= I GET A SYNTAX ERROR HERE!!! Al I'm trying to do is load the X register with hex value 8 cont STA WSYNC LDA Sprite,X STA GP0 DEX BNE cont RTS OverScan ;We've got 30 scanlines to kill. LDX #30 ;In a real game, we'd probably be doing calculations Sprite .byte %11111000 ; this is a goofy looking ship .byte %00100110 .byte %11111111 .byte %00111110 .byte %11100100 .byte %00101000 .byte %11111000 .byte %00000000 ; Starting positions for PC org $FFFC .word Start .word Start __________________________________________________ Do You Yahoo!? Find a job, post your resume. http://careers.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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