Subject: RE: [stella] bigmove.a65 interest From: stella@xxxxxxxxxxxxxxx Date: Wed, 24 Mar 2004 03:03:37 -0600 |
> 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... Strike that. I had my "A-HA!" moment on positioning tonight (I think I was making things overly complex for myself) and genuinely understand the six digit score routine. Thanks to the awesome archives, which I began reading from the beginning, and this post in particular: http://www.biglist.com/lists/stella/archives/199704/msg00137.html Anyway, here's yet another implementation of the six digit score. It's even double-height! I had 3 cycles to spare plus a WSYNC, just enough to implement double height graphics. It's pretty heavily commented, although I'm not sure how *well*. The easiest things to edit are the addScore and frameDelay constants, but feel free to tweak and critique it. Especially my BCD math and pointer calculations since I'm also a n00b to 6502 programming in general. Thanks, everyone. -Lee
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