Subject: [stella] Joystick buttons From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Tue, 01 Apr 1997 02:28:58 GMT |
Re: my earlier post about problems reading the joystick.. what seems to happen is that INPT4 and INPT5 are *supposed* to use only the highest data bit to report trigger status.. on the emulator, the other data bits are all returned as zero, but not necessarily on a real console. I had been using LDA INPT4 / BNE NoButton, which worked on the emulator but not the real console. Changing that to LDA INPT4 / BMI NoButton, testing only the targetted bit, works fine. (this all is with zero in bit 6 of VBLANK, so I'm not worrying about latching.) Next question: exactly when does the TIA process a write to RESMPx? My program is a vertical shooter, so when a bullet is fired it writes 2 to RESMP0, setting the missile to the horizontal position of the player, and then writes 0 to RESMP0 so it can display the missile. (this is easier to write than doing a separate RESM0 each time a bullet is fired.) I had no delay between writes to RESMP0, and that works on the emulator but not the console.. sticking a STA WSYNC inbetween writes works sometimes; usually if the missile is more than 1/3 screenwidth away from the left side of the screen. Any hints here? thanks. -- Archives available at http://www.biglist.com/lists/stella/archives/ E-mail UNSUBSCRIBE in the body to stella-request@xxxxxxxxxxx to be removed.
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