Subject: RE: RE: [stella] Generic kernal or just build a game? From: stella@xxxxxxxxxxxxxxx Date: Mon, 29 Mar 2004 07:45:00 -0600 |
Manuel, > I solved a little simpler problem once, destroying the playfield > with a single pixel. It seems like the key to effective code here > was this table > > disintigratetab > .byte %01111111 > .byte %10111111 > .byte %11011111 > .byte %11101111 > .byte %11110111 > .byte %11111011 > .byte %11111101 > .byte %11111110 > > I used it to erase single blocks out. This table works as is for > the left _and_ the right side, if you > EOR #$07 the index for the right side. That table will make life easier for certain. Right now I use loops to ROL or ROR one bit into position. I "AND" this with memory, which will reveal if there was a brick there (non zero). If so, then I EOR #$FF the original value, AND it again, and store it. Will EOR #$07 really get that flipped byte to index correctly? It's criminal how simple this will be! :) <if byte is a flipped byte> LDA bitIndex EOR #$07 TAY bitIndex LDA (disintigratetab),y > I also seem to have code that is testing for a brick at this > location first and if there isn't any, I check he surrounding > blocks as well. Not sure if this is really required, maybe my > brick calculation was just buggy ;-) I figured out the brick candidate orderering last night and it's a relatively simple set of branches. It was just such a nightmare to even CHECK to see if a brick was present, much less remove it. Thanks for the great help. -Lee ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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