Subject: [stella] bigmove.a65 interest From: info@xxxxxxxxxxxxxxx Date: Sun, 21 Mar 2004 18:47:33 -0600 |
I found a disassembly of Eckhard Stolberg's bigmove demo and have noticed sporadic interest in it based on some Googling. The version I found is here: http://www.io.com/~nickb/atari/doc/bigmove.a65 With minimal tweaking, I got it to compile using dasm, but now I'm trying to add some more meaningful documentation as a learning exercise. I was wondering if someone else has already done this, as well as a better conversion to dasm (one that uses vcs.h). If so, please post it. If not, do you think others can benefit from such a conversion? I figured out some of the ????? comments and replaced hard-coded addresses/values with their respective labels. My goal in all this is to figure out how to (A) get precise horizontal positioning and (B) draw multiple sprites on a single line. I think I understand some of the theory behind the space invaders demos I've seen. I've also managed to hack together something (from "scratch") that displays 8 non-flickering sprites in a single scanline, but their positioning is WHACK to say the least. :) I've had many great and memorable "A-HA!" moments with Stella programming so far, but the positioning one eludes me. I think the most helpful code I could use right now would be a hard-coded, non-moving kernel that displays a static series of sprites, just so I can easily follow the code, count the cycles, and see what combination of NUSIZ0/1's, RESP0/1's, GRP0/1's, and NOPs to use. Handed to me on a silver platter. And spoonfed... Respectfully, Sorry-2-B-A-N00b ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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