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Subject: [stella] there is no spoon. the missile won't go left. From: KirkIsrael@xxxxxxxxxxxxx Date: 25 Jun 2002 04:26:37 -0000 |
(First off, Garon: thanks for your history of the dig.
And I'm sorry if I started to sound excessively bitchy,
I know we're all hobbyists here. Frankly, if I hadn't
found this site (thanks Thomas) I'm not sure if I would've
had the guts to undertake all this.
I guess my main suggestion would be to try to mend some
of the busted links...the "bad code" issue is a little deeper.
But have links into the list archive is great. And I'm amazed
no one has complemented the look of the site...maybe I'm just
overcome by that frontpage picture of Lydia Perez...)
Ok, to be fair I haven't spent enough time trying out what
Ruffin Bailey posted on the missile code...the thing is,
I remade the *very same bug* in my own version of the same problem
based on Nick Bensema's playfield primer....progress!
(I hope I haven't stripped out too much stuff...)
So what I was hoping to achieve was a moving missile,
except never turning off ENAM0, thus making a big vertical
bar. The thing is, I can't figure out how to change it's
rate/direction of horizontal movement by fiddling with
HMM0. Seems like no matter what I set it to, (like, now
it's currently zero'd out) the bar keeps on its march to
the right...
Other suggestions for the code are welcome...preferably
"you really should do this" more than super tight coding
tricks. Once I put the code in to make it a more reasonable
vertice size, I'd like to start building tutorials based on it.
--snip--
; thin red line by Kirk Israel
; liberally lifted from Nick Bensema's playfield primer
processor 6502
include vcs.h
org $F000
Start
;;Fairly Standard "memory clearing" code
;;Including walking back through memory to zero it all out
SEI ; Disable interrupts, if there are any.
CLD ; Clear BCD math bit.
LDX #$FF
TXS ; Set stack to beginning.
LDA #0
ClearMem
STA 0,X
DEX
BNE ClearMem
LDA #00
STA COLUBK ;background black
LDA #33
STA COLUP0 ;missile reddish
MainLoop
;*********************** VERTICAL BLANK HANDLER
LDX #0
LDA #2
;(GOT RID OF 3 WSYNC HERE, ALA PREVIOS CONVERSATIONS...)
STA VSYNC ;Begin vertical sync.
STA WSYNC ; First line of VSYNC
STA WSYNC ; Second line of VSYNC.
;sneak in timer code here so we know when to start drawing
LDA #44
STA TIM64T
LDA #0
STA WSYNC ; Third line of VSYNC.
STA VSYNC ;
DrawScreen ;**************************** SCREEN DRAWING ROUTINES
LDA INTIM
BNE DrawScreen ; kill time if the timer's not yet zero
STA WSYNC
STA VBLANK ;End the VBLANK period with a zero.
LDY #191
LDA #$00
STA HMM0 ;movement is 0?, right?
STA HMOVE ;and activate that movement
ScanLoop ; ================================== SCANNING LOOP
; WSYNC is placed BEFORE all of this action takes place.
STA WSYNC
;do drawring here
LDA #2
STA ENAM0
DEY
BNE ScanLoop
LDA #2
STA WSYNC ;Finish this scanline.
STA VBLANK ; Make TIA output invisible,
OverScan ;***************************** OVERSCAN CALCULATIONS
LDX #30
KillLines
STA WSYNC
DEX
BNE KillLines
JMP MainLoop ;Continue forever.
org $FFFC
.word Start
.word Start
--snip--
--
KirkIsrael@xxxxxxxxxxxxx http://kisrael.com
"May the wind always be at your back
but not coming out of you yourself personally"
--Prairie Home Commonplace Book "Irish Envy"
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