Subject: Found Bug Re: [stella] Inspired by Roger From: "Roger Williams" <mer02@xxxxxxxxxxxxx> Date: Sat, 20 Apr 2002 14:29:18 -0700 |
OK I got it to complile. For some reason DASM didn't like the way the shapeptrtabs were defined; I had to put all the pointers in parentheses e.g. .byte #>(shape02) From: Manuel Polik <cybergoth@xxxxxxxx> of scannlines drawn. > > ToDo: I've yet to find the bug Thomas spotted a while > ago , where certain objects just disappear sometimes. > You won't notice that with the demo in motion. This doesn't completely go away, but is ameliorated if you do this in FlickerSort: LDA ypos,Y ; A-> 1st sprite ypos SEC ; Well, that is intentional :-) SBC #3 ;<--ADD THIS LINE SBC sprtsize,Y ; A-> 1st sprite ypos + size What happens is this: You are using a mathematical comparison, outside the kernal, to do the sort. But before an object can be drawn, you must set up its RESPx and HMPx, which takes a couple of lines. If you reach the object, set those things up, and then find you're past the object, it doesn't get drawn -- even though the sort routine thinks it was. Result is it disappears completely. My jigger doesn't completely solve it because you can have several very close objects all cause the same problem with one another. This goes back to my idea of doing it in the kernal, where you know *for sure* whether a sprite was *actually displayed,* even if other factors caused it to be skipped on a frame. Some flags maintained by the kernal might be the way to do this -- they could be bitwise, rotated in so as to take only one byte with only 8 objects. We are very close to having something very usable here. --Roger Williams ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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