Subject: Re: [stella] Definitive Combat Disassembly From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sun, 3 Mar 2002 11:28:39 +0100 |
At 03.03.2002, 01:15, Glenn Saunders wrote: > The way I do it is to store a set of sprite graphics address pointers for > each of the 15 unique sprite rotation settings (the 16th being the same as > the 1st). Then I have a simple greater-than less-than check to determine > whether to use the reflection bit or not. In other words, rotations 1-7 > (right) don't reflect, and 8-15 (left) do. > I guess there is more than one way to do this sort of thing... It just > seems like my way is the most straightforward. > Thomas, how did you handle this in Thrust? I have only 9 sprite graphics address pointers and do the reflection with a simple compare, like you do. Here is the code: MAXDIR = 32 ;*** setup routine *** lda P1dir cmp #MAXDIR/2+1 bcc .noReflection eor #$ff adc #MAXDIR .noReflection: tax lda ShipPatTab,x ... ;*** start of kernel *** lda #MAXDIR/2-1 ; bit 3 is enabled here cmp P1dir bcs .noReflect sta REFP1 ; enable bit 3 .noReflect: Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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