Subject: Re: [stella] 2600 Radial Pong / Joust Pong Update From: Jeff Johnston <jeffryj@xxxxxxxxxxxxx> Date: Fri, 5 Jul 2002 15:44:14 -0700 (MST) |
> the easiest thing might be to "throw away" a scanline, trial > and error using NOPs 'til you're in the right place and then use > RESP0/RESP1 This worked, thanks! In my INIT routine I used RESP0/P1 to get close, then horizontal motion for fine tuning. I could probably tweak the position of P0 a little more but I have other things do to like getting the score to work, ball bouncing, etc :) > Currently my biggest issue is bounds checking. Let's say you have the ball X coord in BALLX (forget Y for now, it's the same anyways) and want X edges at pixels 30 and 130. LDA #30 CMP BALLX BCS EDGEX LDA #129 CMP BALLX BCC EDGEX ... EDGEX: ... calamari ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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