Subject: [stella] Oh Ya! From: Christopher Tumber <christophertumber@xxxxxxxxxx> Date: Tue, 08 Jul 2003 20:07:31 -0400 |
Ouch that was close, 1 waste cycle (no sta WSYNC) and everything placed exactly right (No WAY should I have been able to time that second PF2 write exactly mid-screen!) G'wan, load it up - You know you want to! BTW Thomas, this should look familiar: txa ;2 X=Scanline sbc drawnball0y ;3 Vertical position of ball cmp drawnball0size ;3 Vertical height of ball (may be constant in some apps) lda #1 ;2 adc #0 ;2 sta ENAM0 ;3 It's a refinement of your suggestion from a while ago that went: lda Scanline ;3 Cycles 2 Bytes sbc DrawnShot_Pos_Y ;3 Cycles 2 Bytes cmp #4 ;2 Cycles 2 Bytes lda #3 ;2 Cycles 2 Bytes adc #0 ;2 Cycles 2 Bytes sta ENABL ;3 Cycles 2 Bytes (the code above produces an inverted display - Sprite is on for scanlines it should be off and off for scanlines it should be on) IMHO anyone using the missiles or ball, should really consider this routine. If your missile/ball is of constant height you can be turning it on/off in 14 cycles: txa ;2 X=Scanline sbc missileY ;3 Vertical position of missile cmp #2 ;2 Vertical height of missle lda #1 ;2 adc #0 ;2 sta ENAM0 ;3 Doesn't get much better than that.... Chris...
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