Re: [stella] need 16-bit math for JoustPong?

Subject: Re: [stella] need 16-bit math for JoustPong?
From: "Thomas Jentzsch" <tjentzsch@xxxxxx>
Date: Thu, 5 Feb 2004 16:53:59 +0100
David Galloway wrote:
> I think it would be good coding practice to keep the low byte first 
> (little endian) ; addresses on the 6507 are low byte, high byte. example 
> lda (zp),y  And keeping your 16 bit math routines the same can possibly 
> save space and prevent bugs.
> Also, since it is standard practice, someone can more easily read your 
> code and you can read others code.

This is all true, but not always. E.g. separting the integer and fractional 
parts allows looping over the integer parts for horizontal positioning,
using the same index for reading the position (xPos,X) and writing to 
the hardware registers (RESP0,X; HMP0,X). Else you would need two
separate indexes.


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