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Subject: Re: [stella] Odd Occurance in Program From: "Chris Larkin" <clarkin@xxxxxxxxxxxxx> Date: Thu, 9 Jan 2003 09:36:56 -0800 |
(Shrug).... OK :-)...
The PlusFive table has been modfied for testing, and does only contains two
symbols...
Attached are two shots... one of the kernel crashing... and one of the
kernel functioning fine with the X value less than 50. The timing is off so
the symbols don't line up correctly... but that is not my concern at the
moment.
PlusFive
.byte $00,$00,$00,$0E,$42,$42,$EE,$48,$48,$0E,$00,$00
.byte $00,$00,$00,$0B,$4B,$4A,$EA,$4A,$4B,$0B,$00,$00
.byte $00,$00,$00,$0B,$4B,$4A,$EA,$4A,$4B,$0B,$00,$00
.byte $00,$00,$00,$0E,$42,$42,$EE,$48,$48,$0E,$00,$00
.byte $00,$00,$00,$0E,$42,$42,$EE,$48,$48,$0E,$00,$00
.byte $00,$00,$00,$0B,$4B,$4A,$EA,$4A,$4B,$0B,$00,$00
.byte $00,$00,$00,$0E,$42,$42,$EE,$48,$48,$0E,$00,$00
.byte $00,$00,$00,$0B,$4B,$4A,$EA,$4A,$4B,$0B,$00,$00
.byte $00,$00,$00,$0B,$4B,$4A,$EA,$4A,$4B,$0B,$00,$00
;***************************************************************************
****************
;Draw card boxes
DrawDr
LDX #7 ;Draw 7 cards on screen
STX $81
LDA #$34
STA COLUP0 ;Set color for card symbols to red
CardLoop
LDX #11 ;Each card "box" gets 11 scan lines
STX $84 ;Store 11 into $84 we will decrement this for loop count.
LDA #$0F
STA COLUPF ;Box is white
TXA ;Load 11 into accumulator
CLC ;Clear carry bit
ADC $85 ;Add the current card offset to the accumulator
TAX ;Move accumulator back to X register
LDX #59 ;Used for debugging when X equates to this high, the kernel
crashes. If below 50 the kernel functions fine.
InCardLoop ;Loop 11 times, drawing card symbol and white box.
STA WSYNC
LDA PlusFive,X
STA GRP0
LDA #%11100000
STA PF2
LDA $82 ;$82 is enabled if the symbol sprite requires an extra pixel of
data from the missle graphics. I have disabled this for testing.
BEQ Nope
LDA PlusFive,X
STA ENAM0
JMP Laa
Nope ;Delay to make all the symbols line up correctly
nop
nop
nop
nop
Laa
nop
nop
nop
nop
LDA #%00110000
STA PF0
STA RESP0 ;Position Player graphic near middle of screen
STA RESM0
LDA #0
STA PF2
STA PF0
STA ENAM0
DEY ;Y contains scan lines remaining on screen.
DEX ;X contains card offset index
DEC $84 ;$84 contains how many scan lines remaining for this card
BNE InCardLoop
STA WSYNC
LDX #0
STX $82 ;Reset missile pixel
STX GRP0
LDX $81 ;$81 contains how many cards are left to draw on screen
DEX ;Decrement it
LDA PlayerHand,X ;Load the players next card's offset index.
STA $85
STA WSYNC
DEY ;Decrement Y twice because we used two scan lines here.
DEY
DEC $81 ;Now decremement the current card count in memory.
BNE CardLoop
;************************************************************
Attachment:
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Attachment:
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