Subject: Re: [stella] How RRampage works From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Mon, 12 Apr 2004 22:58:06 +0200 |
Erik Mooney wrote: >If you find it necessary to recover the ROM space, Thomas's >SkipDraw routine is the fastest way to draw a static object like >your ball. Skipdraw is meant for player objects. For particle objects like missiles or the ball this code is better: tya ; 2 assuming y contains the scanline sbc yPos ; 3 carry must be 1 (else use DCP) adc #HEIGHT ; 2 lda #2 ; 2 adc #$ff ; 2 carry is always set! sta ENAMx/BL ; 3 bit 1 depends on the carry after ADC ; total: 14 cycles Have fun! Thomas ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
re: [stella] How RRampage works, Erik Mooney | Thread | Re: [stella] How RRampage works, Erik Mooney |
re: [stella] How RRampage works, Erik Mooney | Date | Re: [stella] How RRampage works, Erik Mooney |
Month |