Subject: RE: [stella] Fastest missile/ball draw From: Chris Wilkson <ecwilkso@xxxxxxx> Date: Sat, 26 Feb 2005 00:46:11 -0500 |
Ignore my previous post. I'm on crack. I mean a page *is* 256 bytes, but....I was thinking you only need one set of zeros, not two. And you do need two sets. If you really want to get nasty, you could break your screen into multiple variable length kernals. Pseudocode: VSYNC ldy BallPosition ; y holds the line counter do stuff above the ball loop on y (dey) until it's zero turn on the ball ldy BallHeight do stuff during the ball loop on y (dey) until it's zero turn off the ball ldy ScreenHeight-BallHeight do stuff below the ball loop on y (dey) until it's zero It's ugly, but you only have to waste 12 cycles or so per screen...there are 2 lines where you have to reload y and toggle the ball on/off. But you more than make up for that by not writing to the ball on every line. And you don't burn 2 pages of ROM for a full height screen kernal. -Chris Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com
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