Subject: [stella] there is no spoon. the missile won't go left. From: KirkIsrael@xxxxxxxxxxxxx Date: 25 Jun 2002 04:26:37 -0000 |
(First off, Garon: thanks for your history of the dig. And I'm sorry if I started to sound excessively bitchy, I know we're all hobbyists here. Frankly, if I hadn't found this site (thanks Thomas) I'm not sure if I would've had the guts to undertake all this. I guess my main suggestion would be to try to mend some of the busted links...the "bad code" issue is a little deeper. But have links into the list archive is great. And I'm amazed no one has complemented the look of the site...maybe I'm just overcome by that frontpage picture of Lydia Perez...) Ok, to be fair I haven't spent enough time trying out what Ruffin Bailey posted on the missile code...the thing is, I remade the *very same bug* in my own version of the same problem based on Nick Bensema's playfield primer....progress! (I hope I haven't stripped out too much stuff...) So what I was hoping to achieve was a moving missile, except never turning off ENAM0, thus making a big vertical bar. The thing is, I can't figure out how to change it's rate/direction of horizontal movement by fiddling with HMM0. Seems like no matter what I set it to, (like, now it's currently zero'd out) the bar keeps on its march to the right... Other suggestions for the code are welcome...preferably "you really should do this" more than super tight coding tricks. Once I put the code in to make it a more reasonable vertice size, I'd like to start building tutorials based on it. --snip-- ; thin red line by Kirk Israel ; liberally lifted from Nick Bensema's playfield primer processor 6502 include vcs.h org $F000 Start ;;Fairly Standard "memory clearing" code ;;Including walking back through memory to zero it all out SEI ; Disable interrupts, if there are any. CLD ; Clear BCD math bit. LDX #$FF TXS ; Set stack to beginning. LDA #0 ClearMem STA 0,X DEX BNE ClearMem LDA #00 STA COLUBK ;background black LDA #33 STA COLUP0 ;missile reddish MainLoop ;*********************** VERTICAL BLANK HANDLER LDX #0 LDA #2 ;(GOT RID OF 3 WSYNC HERE, ALA PREVIOS CONVERSATIONS...) STA VSYNC ;Begin vertical sync. STA WSYNC ; First line of VSYNC STA WSYNC ; Second line of VSYNC. ;sneak in timer code here so we know when to start drawing LDA #44 STA TIM64T LDA #0 STA WSYNC ; Third line of VSYNC. STA VSYNC ; DrawScreen ;**************************** SCREEN DRAWING ROUTINES LDA INTIM BNE DrawScreen ; kill time if the timer's not yet zero STA WSYNC STA VBLANK ;End the VBLANK period with a zero. LDY #191 LDA #$00 STA HMM0 ;movement is 0?, right? STA HMOVE ;and activate that movement ScanLoop ; ================================== SCANNING LOOP ; WSYNC is placed BEFORE all of this action takes place. STA WSYNC ;do drawring here LDA #2 STA ENAM0 DEY BNE ScanLoop LDA #2 STA WSYNC ;Finish this scanline. STA VBLANK ; Make TIA output invisible, OverScan ;***************************** OVERSCAN CALCULATIONS LDX #30 KillLines STA WSYNC DEX BNE KillLines JMP MainLoop ;Continue forever. org $FFFC .word Start .word Start --snip-- -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "May the wind always be at your back but not coming out of you yourself personally" --Prairie Home Commonplace Book "Irish Envy" ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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