Subject: Re: SLEEP macro (was: [stella] 6502 Less Than / Greater Than Help!) From: Jeff Johnston <jeffryj@xxxxxxxxxxxxx> Date: Sat, 6 Jul 2002 08:43:50 -0700 (MST) |
I didn't actually use NOP, but I think the idea was similar: LDX ROUGHP0 ; number of times to loop POSP0 DEX ;\ loop to waste time BPL POSP0 ;/ STA RESP0 ;\ set player position STA HBLANK ;/ Each X value put the sprite a little further over on the screen (about 14 pixels). Then, I used HM to place it exactly. Now I need to see if I can understand that polar -> rect conversion code, because that would be very useful in my game over what I was planning on doing. calamari On Sat, 6 Jul 2002, Thomas Jentzsch wrote: > Kirk wrote: > > And glad to hear the NOP/ trick works well...I'll > > probably be using the same technique a few iterations > > from now. > > I have a macro that makes using NOP much easier: > > MAC SLEEP > IF {1} = 1 > ECHO "ERROR: SLEEP 1 not allowed!" > ERR > ENDIF > IF {1} & 1 > nop $00 > REPEAT ({1}-3)/2 > nop > REPEND > ELSE > REPEAT ({1})/2 > nop > REPEND > ENDIF > ENDM > > For using nop $00, your DASM version must be compiled for accepting > illegal opcodes. Else you could use bit $00 (changes some flags) or > write .byte $04, $00 ($04 = opcode for nop zp) instead. > > Just include it in your code and call e.g. SLEEP 5 > > Have fun! > Thomas > _______________________________________________________ > Thomas Jentzsch | *** Every bit is sacred ! *** > tjentzsch at web dot de | > > ---------------------------------------------------------------------------------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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