Subject: [stella] 6 Digit Code Frustrations From: "Chris Larkin" <clarkin@xxxxxxxxxxxxx> Date: Sun, 7 Sep 2003 20:02:02 -0700 |
I'm trying to set up a 48 pixel sprite that rolls
colors, examples include Thrust's title screen, Raiders of The Lost Ark, "Ark"
and so on...
The only code I can find on the 6 digit technique
uses this code to draw the sprite. Is it just me? Where can I put in a
change to both player's color registers before the next scan line is drawn using
this kernal. Any help would be greatly appreciated...
I think sample title screen code would be a much
needed addition to the Archives as well.
mainloop
ldy count1
;3
lda (ptr0),y ;5 sta GRP0 ;3 = 11 ; sta WSYNC ;3 = 3 bit $00
lda (ptr1),y ;5
sta GRP1 ;3 lda (ptr5),y ;5 tax ;2 txs ;2 lda (ptr2),y ;5 sta tmp ;3 lda (ptr3),y ;5 tax ;2 lda (ptr4),y ;5 = 37 ldy tmp ;3 sty GRP0 ;3 stx GRP1 ;3 sta GRP0 ;3 tsx ;2 stx GRP1 ;3 = 17 dec count1
;5
bpl mainloop ;3 = 8 lda
#0
sta GRP0 sta GRP1 |
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