Subject: Re: [stella] "kernel panic!" From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx> Date: Tue, 02 Jul 2002 23:22:14 -0700 |
that's it. When it's moving over to the left, the top line (and only the top line) gets cut off; I think my kernel isn't fitting in HBLANK in the case where it's having to set VisiblePlayerLine.
; *** here starts the main kernel loop: *** .loopKernel: ; CPY #JET_Y ; 2 draw player jet? BCS .skipJet0 ; 2 no, skip LDA (shapePtr0),Y ; 5 yes, load data.. TAX ; 2 ..into x .contJet0: LDY blockLine ; 3 BIT roadBlock ; 3 road displayed? BPL .noRoad ; 2 no, normal PF color LDA RoadColorTab,Y ; 4 yes, load road colors IF SCREENSAVER EOR SS_XOR ; 3 .contPFColor: AND SS_Mask ; 3 ELSE FILL_NOP 2 .contPFColor: FILL_NOP 1 ENDIF STA.w temp ; 4 LDA (shapePtr1b),Y ; 5 STA GRP1 ; 3 time doesn't matter (VDELP1!) LDA (PF1Ptr),Y ; 5 STA PF1 ; 3 @75 ;-------------------------------------- ; new line starts here! ; odd line: ; - set PF color ; - set P1 color ; - change PF STA HMOVE ; 3 STX GRP0 ; 3 @2 this also updates GRP1 LDA temp ; 3 STA COLUPF ; 3 @8 LDA (colorPtr),Y ; 5 IF SCREENSAVER EOR SS_XOR ; 3 AND SS_Mask ; 3 ELSE FILL_NOP 4 ENDIF STA COLUP1 ; 3 @22 LDA (PF2Ptr),Y ; 5 STA PF2 ; 3 @30 enterKernel2: LDA (shapePtr1a),Y ; 5 STA GRP1 ; 3 time doesn't matter (VDELP1!) LDY lineNum ; 3 DEY ; 2 BEQ .exitKernel2 ; 2 CPY #JET_Y ; 2 BCC .doJet0a ; 2 TYA ; 2 SBC missileY ; 3 AND #$F8 ; 2 BNE .skipEnable0 ; 2 LDA #ENABLE ; 2 .skipEnable0: LDX #$00 ; 2 .contJet0a: DEY ; 2 STY lineNum ; 3 STA WSYNC ; 3
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