Subject: [stella] Baubles; some progress, some problems... From: Jake Patterson <jpatters@xxxxxxxxxxx> Date: Wed, 14 Nov 2001 00:25:05 -0500 (EST) |
I have been working on my game, and have run into a few problems. First, here is a jpg of what I want the screen to look like... http://www.uvm.edu/~jpatters/baublesgame.jpg On the top, starting from the left, is the lives remaining indicator, then the time remaining, then the current level. The latter two will be two hex digits, and the lives remaining indicator will be tick marks. My program displays the lives remaining properly, but not the other two fields for some reason. I can't quite figure that out. Also, in the area with the scrolling "zero" text, which will be the actual play area, I have spent all of the cycles displaying that and have none left over to display P0, P1, and the ball, which my game will call for. I fear it will be necessary to sacrifice the vertical blue border and go to a two scanline kernel in order to make it work. I'm hoping someone here will think of something I have missed that may make my design possible :-) Here is that part of the code: LDY #100 LDA PlayfieldY ; value between 0 and 99 decimal ASL ; multiply by 2 TAX LDA ScrollTable00,X STA BufferPointer ; initial pointer to playfield graphic INX LDA ScrollTable00,X STA NextTableRecord ; next record in table GameAreaLoop LDA #1 ; [67] + 2 STA CTRLPF ; [69] + 3 STA WSYNC ; [72] LDX BufferPointer ; [0] + 3 LDA ColorDataP0,X ; [3] + 4 STA COLUP0 ; [7] + 3 LDA GamePlayfieldPF0Buffer,X ; [10] + 4 STA PF0 ; [14] + 3 LDA GamePlayfieldPF1Buffer,X ; [17] + 4 STA PF1 ; [21] + 3 LDA #3 ; [24] + 2 STA CTRLPF ; [26] + 3 LDA GamePlayfieldPF2Buffer,X ; [29] + 4 STA PF2 ; [33] + 3 LDA ColorDataP1,X ; [36] + 4 STA COLUP1 ; [40] + 3 LDX NextTableRecord ; [43] + 3 LDA ScrollTablePage,X ; [46] + 4 STA BufferPointer ; [50] + 3 INX ; [53] + 2 LDA ScrollTablePage,X ; [55] + 4 STA NextTableRecord ; [59] + 3 DEY ; [62] + 2 BNE GameAreaLoop ; [64] + 3 LDA #1 STA CTRLPF STA WSYNC Any help would be much appreciated! -- |@ ]@[ @| |@ ]@[ @| /@@@@@\ |@@@@@@@@@| /@@@@@\ +@@@@@@@@K |@@@| J@ ]@[ @K ;@@@^@@@;|@@@@@@@@@|;@@@^@@@; |@@@| \@@@L |@@@| .@| ]@[ |@. J@@' `@@K |@@@| J@@' `@@K |@@@| /@@@K |@@@| J@' ]@[ `@K ;@@@@@@@@@; |@@@| ;@@@@@@@@@; |@@@@@@@@L |@@@| J@F ]@[ `@K J@@@@@@@@@K |@@@| J@@@@@@@@@K |@@@|\@@@\ |@@@| J@@' ]@[ `@@K ;@@@@ @@@@; |@@@| ;@@@@ @@@@;|@@@| `@@@L |@@@| J@@P ]@[ 9@@K J@@@V ?@@@K |@@@| J@@@V ?@@@K|@@@| \@@@|@@@| @@P ]@[ 9@@K
; Baubles game screen ; by Jake Patterson, September 2001 ; This has *not* been tested on actual hardware ; ; Somewhat derived from: ; How to Draw A Playfield. ; by Nick Bensema 9:23PM 3/2/97 ; processor 6502 include vcs.h org $F000 Temp = $80 LivesIndicator = $81 ; remaining lives. TimeRemaining1 = $82 ; high order hex digit of time remaining TimeRemaining0 = $83 ; low order hex digit of time remaining LevelWeAreOn1 = $84 ; high order hex digit of current level LevelWeAreOn0 = $85 ; low order hex digit of current level LivesIndicatorBuffer = $86 ; buffer, five bytes of lives graphic GamePlayfieldPF0Buffer = $86 ; buffer for PF0 byte of the game playfield TimeRemainingBuffer1 = $8B ; buffer, five bytes high order time graphic GamePlayfieldPF1Buffer = $8B ; buffer for PF1 byte of the game playfield TimeRemainingBuffer0 = $90 ; buffer, five bytes low order time graphic GamePlayfieldPF2Buffer = $90 ; buffer for PF2 byte of the game playfield LevelWeAreOnBuffer1 = $95 ; buffer, five bytes high order lvl graphic BufferPointer = $95 NextTableRecord = $96 LevelWeAreOnBuffer0 = $9A ; buffer, five bytes low order lvl graphic PlayfieldY = $9F darkblue = $82 black = $00 Start SEI ; Disable interrupts, if there are any. CLD ; Clear BCD math bit. LDX #$FF TXS ; Set stack to beginning. LDA #0 B1 STA 0,X DEX BNE B1 LDA #$03 STA LivesIndicator LDA #$01 STA TimeRemaining1 LDA #$0F STA TimeRemaining0 LDA #$00 STA LevelWeAreOn1 STA LevelWeAreOn0 STA PlayfieldY ; ***************************************************************************** MainLoop ; ***************************************************************************** JSR VerticalBlank ;Execute the vertical blank. JSR CheckSwitches ;Check Console Switches. JSR DrawScreen ;Draw the screen JSR OverScan ;Do more calculations during overscan JMP MainLoop ;Continue forever. ; ***************************************************************************** VerticalBlank ; ***************************************************************************** LDX #0 LDA #2 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 STA TIM64T LDA #0 STA CXCLR STA WSYNC ; Third line of VSYNC. STA VSYNC ; (0) RTS ; ***************************************************************************** CheckSwitches ; ***************************************************************************** LDA #$0000 STA PF0 STA PF1 STA PF2 STA COLUPF STA COLUBK RTS ; ***************************************************************************** DrawScreen ; ***************************************************************************** ; *************************************** 0th through 47th scanlines (48 total) LDY #44 GameTopLines LDA #black STA COLUBK STA COLUPF STA PF0 STA PF1 STA PF2 STA WSYNC DEY BNE GameTopLines ; finished with 0th thru 44th scanlines now LDA LivesIndicator ; [0] + 3 AND #3 ; [3] + 2 TAX ; [5] + 2 LDA LivesIndicatorData0,X ; [7] + 4 STA LivesIndicatorBuffer ; [11] + 3 LDA LivesIndicatorData1,X ; [14] + 4 STA LivesIndicatorBuffer+1 ; [18] + 3 LDA LivesIndicatorData2,X ; [21] + 4 STA LivesIndicatorBuffer+2 ; [25] + 3 LDA LivesIndicatorData3,X ; [28] + 4 STA LivesIndicatorBuffer+3 ; [32] + 3 LDA LivesIndicatorData4,X ; [35] + 4 STA LivesIndicatorBuffer+4 ; [39] + 3 LDX TimeRemaining1 ; [42] + 2 LDA DigitsDataPF1Right0,X ; [44] + 4 STA TimeRemainingBuffer1 ; [48] + 3 LDA DigitsDataPF1Right1,X ; [51] + 4 STA TimeRemainingBuffer1+1 ; [55] + 3 LDA DigitsDataPF1Right2,X ; [58] + 4 STA TimeRemainingBuffer1+2 ; [62] + 3 LDA DigitsDataPF1Right3,X ; [65] + 4 STA TimeRemainingBuffer1+3 ; [69] + 3 LDA DigitsDataPF1Right4,X ; [72] + 4 STA TimeRemainingBuffer1+4 ; [76] + 3 LDX TimeRemaining0 ; LDA DigitsDataPF2Left0,X ; STA TimeRemainingBuffer1 ; LDA DigitsDataPF2Left1,X ; STA TimeRemainingBuffer1+1 ; LDA DigitsDataPF2Left2,X ; STA TimeRemainingBuffer1+2 ; LDA DigitsDataPF2Left3,X ; STA TimeRemainingBuffer1+3 ; LDA DigitsDataPF2Left4,X ; STA TimeRemainingBuffer1+4 ; [79] + 37 LDX LevelWeAreOn1 ; LDA DigitsDataPF1Right0,X ; STA TimeRemainingBuffer1 ; LDA DigitsDataPF1Right1,X ; STA TimeRemainingBuffer1+1 ; LDA DigitsDataPF1Right2,X ; STA TimeRemainingBuffer1+2 ; LDA DigitsDataPF1Right3,X ; STA TimeRemainingBuffer1+3 ; LDA DigitsDataPF1Right4,X ; STA TimeRemainingBuffer1+4 ; [116]+ 37 LDX LevelWeAreOn0 ; LDA DigitsDataPF2Left0,X ; STA TimeRemainingBuffer1 ; LDA DigitsDataPF2Left1,X ; STA TimeRemainingBuffer1+1 ; LDA DigitsDataPF2Left2,X ; STA TimeRemainingBuffer1+2 ; LDA DigitsDataPF2Left3,X ; STA TimeRemainingBuffer1+3 ; LDA DigitsDataPF2Left4,X ; STA TimeRemainingBuffer1+4 ; [153]+ 37 STA WSYNC ; [190] scan lines 45, 46, and 47 ; *********** top of screen, indicators, 48th through 75th scanlines (28 total) LDX #5 IndicatorLinesSet LDA #4 ; [64] + 2 STA Temp ; [66] + 3 DEX ; [69] + 2 IndicatorLines STA WSYNC ; [71] + 3 LDA #darkblue ; [0] + 2 STA COLUPF ; [2] + 3 LDA LivesIndicatorBuffer,X ; [5] + 4 STA PF0 ; [9] + 3 LDA TimeRemainingBuffer1,X ; [12] + 4 STA PF1 ; [16] + 3 LDA TimeRemainingBuffer0,X ; [19] + 4 STA PF2 ; [23] + 3 LDA IndicatorColorData,X ; [26] + 4 STA COLUPF ; [30] + 3 LDA #0 ; [33] + 2 STA PF0 ; [35] + 3 LDA LevelWeAreOnBuffer1,X ; [38] + 4 STA PF1 ; [42] + 3 LDA LevelWeAreOnBuffer0,X ; [45] + 4 STA PF2 ; [49] + 3 DEC Temp ; [52] + 5 BNE IndicatorLines ; [57] + 2 TXA ; [59] + 2 BNE IndicatorLinesSet ; [61] + 3 STA WSYNC ; scanline 68 LDA #1 STA CTRLPF ; mirror the thing LDA #0 STA PF0 STA PF1 STA PF2 STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC ; scanline 75 ; ******************* top of blue border, 76th through 83rd scanlines (8 total) LDA #darkblue STA COLUPF LDA #$FF STA PF0 STA PF1 STA PF2 STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC ; scanline 83 ; ************************ top safe zone, 84th through 91st scanlines (8 total) LDA #darkblue STA COLUPF LDA #%00010000 STA PF0 LDA #0 STA PF1 STA PF2 STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC LDX #0 ; [0] + 2 LDA LevelZeroData,X ; [2] + 3 STA GamePlayfieldPF0Buffer,X ; [5] + 4 INX ; [9] + 2 LDA LevelZeroData,X ; [11] + 3 STA GamePlayfieldPF0Buffer,X ; [14] + 4 INX ; [18] + 2 LDA LevelZeroData,X ; [20] + 3 STA GamePlayfieldPF0Buffer,X ; [23] + 4 INX ; [27] + 2 LDA LevelZeroData,X ; [29] + 3 STA GamePlayfieldPF0Buffer,X ; [32] + 4 INX ; [36] + 2 LDA LevelZeroData,X ; [38] + 3 STA GamePlayfieldPF0Buffer,X ; [41] + 4 INX ; [45] + 2 LDA LevelZeroData,X ; [47] + 3 STA GamePlayfieldPF0Buffer,X ; [50] + 4 INX ; [54] + 2 LDA LevelZeroData,X ; [56] + 3 STA GamePlayfieldPF0Buffer,X ; [59] + 4 INX ; [63] + 2 LDA LevelZeroData,X ; [65] + 3 STA GamePlayfieldPF0Buffer,X ; [68] + 4 STA WSYNC INX ; [0] + 2 LDA LevelZeroData,X ; [2] + 3 STA GamePlayfieldPF0Buffer,X ; [5] + 4 INX ; [9] + 2 LDA LevelZeroData,X ; [11] + 3 STA GamePlayfieldPF0Buffer,X ; [14] + 4 INX ; [18] + 2 LDA LevelZeroData,X ; [20] + 3 STA GamePlayfieldPF0Buffer,X ; [23] + 4 INX ; [27] + 2 LDA LevelZeroData,X ; [29] + 3 STA GamePlayfieldPF0Buffer,X ; [32] + 4 INX ; [36] + 2 LDA LevelZeroData,X ; [38] + 3 STA GamePlayfieldPF0Buffer,X ; [41] + 4 INX ; [45] + 2 LDA LevelZeroData,X ; [47] + 3 STA GamePlayfieldPF0Buffer,X ; [50] + 4 INX ; [54] + 2 LDA LevelZeroData,X ; [56] + 3 STA GamePlayfieldPF0Buffer,X ; [59] + 4 STA WSYNC LDY #100 LDA PlayfieldY ; value between 0 and 99 decimal ASL ; multiply by 2 TAX LDA ScrollTable00,X STA BufferPointer ; initial pointer to playfield graphic INX LDA ScrollTable00,X STA NextTableRecord ; next record in table ; STA WSYNC ; scanline 91 ; ******************** main game area, 92nd through 191st scanlines (100 total) GameAreaLoop LDA #1 ; [67] + 2 STA CTRLPF ; [69] + 3 STA WSYNC ; [72] LDX BufferPointer ; [0] + 3 LDA ColorDataP0,X ; [3] + 4 STA COLUP0 ; [7] + 3 LDA GamePlayfieldPF0Buffer,X ; [10] + 4 STA PF0 ; [14] + 3 LDA GamePlayfieldPF1Buffer,X ; [17] + 4 STA PF1 ; [21] + 3 LDA #3 ; [24] + 2 STA CTRLPF ; [26] + 3 LDA GamePlayfieldPF2Buffer,X ; [29] + 4 STA PF2 ; [33] + 3 LDA ColorDataP1,X ; [36] + 4 STA COLUP1 ; [40] + 3 LDX NextTableRecord ; [43] + 3 LDA ScrollTablePage,X ; [46] + 4 STA BufferPointer ; [50] + 3 INX ; [53] + 2 LDA ScrollTablePage,X ; [55] + 4 STA NextTableRecord ; [59] + 3 DEY ; [62] + 2 BNE GameAreaLoop ; [64] + 3 LDA #1 STA CTRLPF STA WSYNC INC PlayfieldY LDA #100 CMP PlayfieldY BNE Foo LDA #0 STA PlayfieldY Foo ; ******************* bottom safe zone, 192nd through 199th scanlines (8 total) LDA #darkblue STA COLUPF LDA #%00010000 STA PF0 LDA #0 STA PF1 STA PF2 STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC ; scanline 199 ; ************** bottom of blue border, 200th through 207th scanlines (8 total) LDA #darkblue STA COLUPF LDA #$FF STA PF0 STA PF1 STA PF2 STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC STA WSYNC ; scanline 207th ; ***************************************************************************** LDA #$0000 STA PF0 STA PF1 STA PF2 STA COLUPF STA COLUBK RTS ; ***************************************************************************** OverScan ; ***************************************************************************** LDX #30 KillLines STA WSYNC DEX BNE KillLines RTS ; ***************************************************************************** ; Graphics Data ; ***************************************************************************** ;; Ok, what this is is a table to facilitate smooth scrolling of the game ;; playfield graphic, which consists of a four letter word spelled out with ;; the playfield graphics, the letters are five "blocks" high, and it is ;; spread out over 100 scan lines, therefore each block is 20 scan lines. ;; each record contains two bytes, the first byte points to the appropriate ;; point in a buffer in zero page RAM, and the second byte is the low order ;; address of the next entery in the table. ;; the table is 201 bytes. org $FE00 ScrollTablePage .byte >ScrollTablePage ScrollTable00 .byte 0, <ScrollTable01 ScrollTable01 .byte 0, <ScrollTable02 ScrollTable02 .byte 0, <ScrollTable03 ScrollTable03 .byte 0, <ScrollTable04 ScrollTable04 .byte 0, <ScrollTable05 ScrollTable05 .byte 0, <ScrollTable06 ScrollTable06 .byte 0, <ScrollTable07 ScrollTable07 .byte 0, <ScrollTable08 ScrollTable08 .byte 0, <ScrollTable09 ScrollTable09 .byte 0, <ScrollTable0A ScrollTable0A .byte 0, <ScrollTable0B ScrollTable0B .byte 0, <ScrollTable0C ScrollTable0C .byte 0, <ScrollTable0D ScrollTable0D .byte 0, <ScrollTable0E ScrollTable0E .byte 0, <ScrollTable0F ScrollTable0F .byte 0, <ScrollTable10 ScrollTable10 .byte 0, <ScrollTable11 ScrollTable11 .byte 0, <ScrollTable12 ScrollTable12 .byte 0, <ScrollTable13 ScrollTable13 .byte 0, <ScrollTable14 ScrollTable14 .byte 1, <ScrollTable15 ScrollTable15 .byte 1, <ScrollTable16 ScrollTable16 .byte 1, <ScrollTable17 ScrollTable17 .byte 1, <ScrollTable18 ScrollTable18 .byte 1, <ScrollTable19 ScrollTable19 .byte 1, <ScrollTable1A ScrollTable1A .byte 1, <ScrollTable1B ScrollTable1B .byte 1, <ScrollTable1C ScrollTable1C .byte 1, <ScrollTable1D ScrollTable1D .byte 1, <ScrollTable1E ScrollTable1E .byte 1, <ScrollTable1F ScrollTable1F .byte 1, <ScrollTable20 ScrollTable20 .byte 1, <ScrollTable21 ScrollTable21 .byte 1, <ScrollTable22 ScrollTable22 .byte 1, <ScrollTable23 ScrollTable23 .byte 1, <ScrollTable24 ScrollTable24 .byte 1, <ScrollTable25 ScrollTable25 .byte 1, <ScrollTable26 ScrollTable26 .byte 1, <ScrollTable27 ScrollTable27 .byte 1, <ScrollTable28 ScrollTable28 .byte 2, <ScrollTable29 ScrollTable29 .byte 2, <ScrollTable2A ScrollTable2A .byte 2, <ScrollTable2B ScrollTable2B .byte 2, <ScrollTable2C ScrollTable2C .byte 2, <ScrollTable2D ScrollTable2D .byte 2, <ScrollTable2E ScrollTable2E .byte 2, <ScrollTable2F ScrollTable2F .byte 2, <ScrollTable30 ScrollTable30 .byte 2, <ScrollTable31 ScrollTable31 .byte 2, <ScrollTable32 ScrollTable32 .byte 2, <ScrollTable33 ScrollTable33 .byte 2, <ScrollTable34 ScrollTable34 .byte 2, <ScrollTable35 ScrollTable35 .byte 2, <ScrollTable36 ScrollTable36 .byte 2, <ScrollTable37 ScrollTable37 .byte 2, <ScrollTable38 ScrollTable38 .byte 2, <ScrollTable39 ScrollTable39 .byte 2, <ScrollTable3A ScrollTable3A .byte 2, <ScrollTable3B ScrollTable3B .byte 2, <ScrollTable3C ScrollTable3C .byte 3, <ScrollTable3D ScrollTable3D .byte 3, <ScrollTable3E ScrollTable3E .byte 3, <ScrollTable3F ScrollTable3F .byte 3, <ScrollTable40 ScrollTable40 .byte 3, <ScrollTable41 ScrollTable41 .byte 3, <ScrollTable42 ScrollTable42 .byte 3, <ScrollTable43 ScrollTable43 .byte 3, <ScrollTable44 ScrollTable44 .byte 3, <ScrollTable45 ScrollTable45 .byte 3, <ScrollTable46 ScrollTable46 .byte 3, <ScrollTable47 ScrollTable47 .byte 3, <ScrollTable48 ScrollTable48 .byte 3, <ScrollTable49 ScrollTable49 .byte 3, <ScrollTable4A ScrollTable4A .byte 3, <ScrollTable4B ScrollTable4B .byte 3, <ScrollTable4C ScrollTable4C .byte 3, <ScrollTable4D ScrollTable4D .byte 3, <ScrollTable4E ScrollTable4E .byte 3, <ScrollTable4F ScrollTable4F .byte 3, <ScrollTable50 ScrollTable50 .byte 4, <ScrollTable51 ScrollTable51 .byte 4, <ScrollTable52 ScrollTable52 .byte 4, <ScrollTable53 ScrollTable53 .byte 4, <ScrollTable54 ScrollTable54 .byte 4, <ScrollTable55 ScrollTable55 .byte 4, <ScrollTable56 ScrollTable56 .byte 4, <ScrollTable57 ScrollTable57 .byte 4, <ScrollTable58 ScrollTable58 .byte 4, <ScrollTable59 ScrollTable59 .byte 4, <ScrollTable5A ScrollTable5A .byte 4, <ScrollTable5B ScrollTable5B .byte 4, <ScrollTable5C ScrollTable5C .byte 4, <ScrollTable5D ScrollTable5D .byte 4, <ScrollTable5E ScrollTable5E .byte 4, <ScrollTable5F ScrollTable5F .byte 4, <ScrollTable60 ScrollTable60 .byte 4, <ScrollTable61 ScrollTable61 .byte 4, <ScrollTable62 ScrollTable62 .byte 4, <ScrollTable63 ScrollTable63 .byte 4, <ScrollTable00 ; ***************************************************************************** org $FF00 ; 16 x 10 + 25 + 15 + 10 = 210 bytes in this page so far, ; max is 252 DigitsDataPF1Right0 ; digits 0 through F for display on the Right screen nyble of PF1, first line .byte %00000010, %00000010, %00000110, %00000110, %00000101, %00000111 .byte %00000010, %00000111, %00000010, %00000010, %00000010, %00000110 .byte %00000010, %00000110, %00000111, %00000111 DigitsDataPF1Right1 ; digits 0 through F for display on the Right screen nyble of PF1, second line .byte %00000101, %00000110, %00000001, %00000001, %00000101, %00000100 .byte %00000100, %00000001, %00000101, %00000101, %00000101, %00000101 .byte %00000101, %00000101, %00000100, %00000100 DigitsDataPF1Right2 ; digits 0 through F for display on the Right screen nyble of PF1, third line .byte %00000101, %00000010, %00000001, %00000001, %00000111, %00000110 .byte %00000110, %00000010, %00000010, %00000011, %00000111, %00000110 .byte %00000100, %00000101, %00000110, %00000110 DigitsDataPF1Right3 ; digits 0 through F for display on the Right screen nyble of PF1, fourth line .byte %00000101, %00000010, %00000100, %00000001, %00000001, %00000001 .byte %00000101, %00000010, %00000101, %00000001, %00000101, %00000101 .byte %00000101, %00000101, %00000100, %00000100 DigitsDataPF1Right4 ; digits 0 through F for display on the Right screen nyble of PF1, fifth line .byte %00000010, %00000111, %00000111, %00000110, %00000001, %00000110 .byte %00000010, %00000010, %00000010, %00000010, %00000101, %00000110 .byte %00000010, %00000110, %00000111, %00000100 DigitsDataPF2Left0 ; digits 0 through F for display on the Left screen nyble of PF2, first line .byte %00000100, %00000100, %00000110, %00000110, %00001010, %00001110 .byte %00000100, %00001110, %00000100, %00000100, %00000100, %00000110 .byte %00000100, %00000110, %00001110, %00001110 DigitsDataPF2Left1 ; digits 0 through F for display on the Left screen nyble of PF2, second line .byte %00001010, %00000110, %00001000, %00001000, %00001010, %00000010 .byte %00000010, %00001000, %00001010, %00001010, %00001010, %00001010 .byte %00001010, %00001010, %00000010, %00000010 DigitsDataPF2Left2 ; digits 0 through F for display on the Left screen nyble of PF2, third line .byte %00001010, %00000100, %00001000, %00001000, %00001110, %00000110 .byte %00000110, %00000100, %00000100, %00001100, %00001110, %00000110 .byte %00000010, %00001010, %00000110, %00000110 DigitsDataPF2Left3 ; digits 0 through F for display on the Left screen nyble of PF2, fourth line .byte %00001010, %00000100, %00000010, %00001000, %00001000, %00001000 .byte %00001010, %00000100, %00001010, %00001000, %00001010, %00001010 .byte %00001010, %00001010, %00000010, %00000010 DigitsDataPF2Left4 ; digits 0 through F for display on the Left screen nyble of PF2, fifth line .byte %00000100, %00001110, %00001110, %00000110, %00001000, %00000110 .byte %00000100, %00000100, %00000100, %00000100, %00001010, %00000110 .byte %00000100, %00000110, %00000111, %00000111 LivesIndicatorData0 ; tick mark style digits 0 through 3 for display in PF0, fifth line .byte %00000000, %00100000, %00100000, %00100000 LivesIndicatorData1 ; tick mark style digits 0 through 3 for display in PF0, fourth line .byte %00000000, %00000000, %00000000, %00000000 LivesIndicatorData2 ; tick mark style digits 0 through 3 for display in PF0, third line .byte %00000000, %00000000, %00100000, %00100000 LivesIndicatorData3 ; tick mark style digits 0 through 3 for display in PF0, second line .byte %00000000, %00000000, %00000000, %00000000 LivesIndicatorData4 ; tick mark style digits 0 through 3 for display in PF0, first line .byte %00000000, %00000000, %00000000, %00100000 IndicatorColorData .byte $4A, $48, $46, $44, $42 LevelZeroData .byte %00010000, %00010000, %00010000, %00010000, %00010000 .byte %01110111, %00010100, %00100110, %01000100, %01110111 .byte %01000110, %10101010, %10100110, %10101010, %01001010 ColorDataP0 .byte $18, $16, $14, $12, $10 ColorDataP1 .byte $58, $56, $54, $42, $50 ; ***************************************************************************** org $FFFC .word Start .word Start org $FF00
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