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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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