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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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seawolf.bin
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