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

Subject: Aw: Re: [stella] need 16-bit math for JoustPong?
From: cybergoth@xxxxxxxx
Date: Thu, 5 Feb 2004 17:13:27 +0100 (CET)
Hi there!

> 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.

I think one should clearly distinguish between "Fractional Adding" and "16 Bit Math" :-)


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