Re: [stella] 6 Digit Code Frustrations

Subject: Re: [stella] 6 Digit Code Frustrations
From: "Chris Larkin" <clarkin@xxxxxxxxxxxxx>
Date: Mon, 8 Sep 2003 07:17:33 -0700
Great to be back! :-)

I wasn't aware the Thrust source was available... That would help a great
deal, I also should have realised illeagal opcodes were used if Thomas was
involved.

Considering the archives are down at the moment, is it possible for someone
to attach the Thrust source to this thread?

--Chris

----- Original Message -----
From: "Dennis Debro" <ddebro@xxxxxxxxxxxxx>
To: <stella@xxxxxxxxxxx>
Sent: Monday, September 08, 2003 6:02 AM
Subject: Re: [stella] 6 Digit Code Frustrations


> Hi Chris,
>
> Nice to see you back.
>
> > 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.
>
> Have a look at Thomas' Thrust source and look at the ShowDigits1
subroutine. This should give you what you need (I hope). Notice that Thomas
uses illegal opcodes to do his 6-digit display :) The lax instruction will
save 2 cycles. It loads the accumulator and x at the same time.
>
> Take care,
> Dennis
>
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