Subject: [stella] Seawolf: Day Eleven From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Thu, 15 Jan 2004 20:06:05 +0100 |
Hi there! So, I'm finalizing the display stuff. The mine kernel is now flawless and I also finished the state display at the bottom. For Glenn, here is the subroutine I'm using for it: ================================================== STATEOFFSET = 43 Statekernel ; Position State display... LDA #STATEOFFSET+8 LDX #$01 JSR PosElement DEX LDA #STATEOFFSET JSR PosElement STA WSYNC STA HMOVE ; State Loop: NextStateLine STA WSYNC LDA (spritePointer1),Y ; STA GRP0 LDA (spritePointer2),Y ; STA GRP1 ; SLEEP 11 LAX (spritePointer6),Y ; LDA (spritePointer3),Y ; STA GRP0 ; LDA (spritePointer4),Y ; STA GRP1 ; LDA (spritePointer5),Y ; STA GRP0 ; STX GRP1 ; ; SLEEP 9 ; Another 9 cyles here! DEY BPL NextStateLine ; Draw next line STA WSYNC LDA #$00 STA GRP0 STA GRP1 RTS PosElement SEC STA WSYNC ; .waitzone SBC #$0F ; BCS .waitzone ; RESP loop EOR #$07 ; ASL ; ASL ; ASL ; ASL ; STA HMP0,X STA RESP0,X ; Position it! RTS ; done, that's all! ================================================== To call it, just load the number of lines-1 into Y and set the spritePointers 1-6 The subroutine has 2 possible entries, *if* the display is already positioned, you can enter it straight at: NextStateLine So in todays binary, I'm calling it twice like in: ================================================== SET_POINTER spritePointer1, FUEL1 SET_POINTER spritePointer2, FUEL2 SET_POINTER spritePointer3, TORP1 SET_POINTER spritePointer4, TORP2 SET_POINTER spritePointer5, TUBE1 SET_POINTER spritePointer6, TUBE2 LDY #$04 JSR Statekernel ; Key LDA #<four STA spritePointer1 LDA #<five STA spritePointer2 LDA #<two STA spritePointer3 LDA #<three STA spritePointer4 LDA #<zero STA spritePointer5 LDA #<one STA spritePointer6 LDY #$09 JSR NextStateLine ; And value ================================================== Greetings, Manuel
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