Subject: Re: [stella] Rounding with DASM? From: "Dennis Debro" <dennis@xxxxxxxxxxxxxxx> Date: Wed, 1 Dec 2004 12:18:52 -0800 (PST) |
Hi Rob, > How about > > ([(3 * 256 / 16)* 6] * 2 + 5) / 10 > > then? That works for this equation but let me explain more of what I'm trying to do. I'm disassembling Berzerk and it uses fractional movements. I'm trying to make this compile nicely for PAL and NTSC without having a lot of IF COMPILE_VERSION = NTSC in the code. So I'm trying to set up constants like... IF COMPILE_VERSION = NTSC DELAY_FACTOR_NUMERATOR = 1 DELAY_FACTOR_DENOMINATOR = 1 ELSE DELAY_FACTOR_NUMERATOR = 6 DELAY_FACTOR_DENOMINATOR = 5 ENDIF . . . ROBOT_MOVE_DELAY_0 = [(1 * 256 / 8) * DELAY_FACTOR_NUMERATOR] / DELAY_FACTOR_DENOMINATOR ROBOT_MOVE_DELAY_1 = [(5 * 256 / 32)* DELAY_FACTOR_NUMERATOR] / DELAY_FACTOR_DENOMINATOR ROBOT_MOVE_DELAY_2 = [(3 * 256 / 16)* DELAY_FACTOR_NUMERATOR] / DELAY_FACTOR_DENOMINATOR ROBOT_MOVE_DELAY_3 = [(7 * 256 / 32)* DELAY_FACTOR_NUMERATOR] / DELAY_FACTOR_DENOMINATOR . . . The equations are also there to help clearly understand how many frames the object moves (i.e. [5 * 256 / 32] = move 5 out of 32 frames) Take care, Dennis
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