Subject: Re: [stella] Player Animation Basics Take 1 From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Tue, 16 Jul 2002 10:34:31 +0200 |
Ruffin wrote: > adc #%00000100 > and #%00111100 > sta p0FrameCount > > Now I've got four draws between frames of animation, which is > just about right, and I'm only wasting four bits of the byte. > :^) Well, actually you need five bits (the 6th bit is changed too) and therefore "waste" only three. :-) But if you write AND #%10111111 (and make sure that the carry is allways cleared before ADC), then you can still use the bits 0,1 and 7 for something else. > Okay, this would get me back to just one screen draw between > animation frames (one frame per screen draw, each frame > displayed only 1/60th of a second), correct? Sorry if I've > missed something. Your are right, that doesn't work. I forgot some ASLs which would make the code longer than yours. My fault. > Okay, except I don't know what #<player0data means. >From "DASM.doc": <exp take LSB byte of an expression >exp take MSB byte of a 16 bit expression Here the expression is the address of the first table with the data of player0, which start at $f308. So #<player0data equals #$08, and #>player0data would be equal to #$f3. Have fun! Thomas ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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