Re: [stella] How RRampage works

Subject: Re: [stella] How RRampage works
From: "Erik Mooney" <erik@xxxxxxxxxx>
Date: Mon, 12 Apr 2004 16:36:23 -0500
Thomas Jentzsch <tjentzsch@xxxxxx> wrote:

> Skipdraw is meant for player objects. For particle objects like 
> missiles or the ball this code is better:

Lee's "ball" actually is the TIA player0 and player1 objects, which
is why I mentioned SkipDraw ;-)

>   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

Too bad the PHP trick can't use the carry flag instead of the Z
flag, or that could be *really* fast :)
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