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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 |
>
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