Subject: Hockey anyone? From: "John" <jchamp@xxxxxxxxxxxxxxxx> Date: Fri, 25 Jun 2004 16:50:49 -0400 |
Hello all,
This is my *first* post to stellalist after about 4
years of lurking. After gauging interest for an updated hockey
game for the 2600, I decided to start my first game (working title is RealSports
Hockey). This game is going to be a vertical scroller, with 32 lines for
the status area (clock, period, score), 160 lines for the rink (the total rink
length is 400 lines) and 8 on the bottom for the my logo
(CHAMPGAMES).
Anyway, I've managed to get a few things working,
most notably the clock, period display, score, and the vertical scrolling for
the screen. For the rink, I've decided to make the width such that PF0 is
not used (it starts 16 pixels in) and only PF1 and PF2 need to be updated every
4 scanlines. (Incidentally, Activision's hockey trims 32 pixels
off the left and right). I'm also updating COLUBK every 4 scanlines to
simulate the end, blue and center lines, but I'm not sure if I'll have time to
do this once everything else is implemented.
After some conversations with TJ, I altered my
kernel to loop through generating 4 scanlines at a time, with playfield/colubk
updated at the end of the 4th line for the start of the first line. I've
started messing around with having the puckl displayed (using the BALL) by doing
a simple compare on the 1st and 3rd scanline (which makes the puck 2 scanlines
high).
I also want to display players (of course) and
multiplex them with vertical seperation so that they never cross. P0 would
display team 1 and P1 team 2. I think that they're using the missiles to
render the hockey sticks in Activision's hockey - I'll probably need those
too.
Anyway, here's the kernel as of today. If
anybody can give me some insight as to what to do next I'd appreciate it!!
Since this is my first game I'll a little intimidated by how I should
proceed. For example, I'm not even sure how I would display one player
(never mind 2). Is the structure of my kernel half decent? Any ideas
are welcomed!
Thanks for letting me present my idea and hopefully
I made some sense.
- John W. Champeau
aka JohnnyWC
Here's the kernel:
LDA
PFData2,X ; [55] + 4
STA PF2 ; [59] + 3 all set for next section LDA PFData1,X ; [62] + 4 STA PF1 ; [66] + 3 ScanLoop LDA IceColor,X ; [69] + 4 STA COLUBK ; [73] + 3 end of line 4 ; ----------------------------------------------------------------------------------- ; START OF LINE 1 CPY BallY ; [0] + 3 BEQ EnableBall ; [3] + 2/3 LDA #00 ; [5] + 2 JMP DrawBall ; [7] + 3 EnableBall LDA #02 ; [6] + 2 NOP ; [8] + 2 DrawBall STA ENABL ; [10] + 3 DEY ; 2 STA WSYNC ; [13] + 3 end of line 1 ; ----------------------------------------------------------------------------------- ; START OF LINE 2 DEY ; 2 STA WSYNC ; end of line 2 ; ----------------------------------------------------------------------------------- ; START OF LINE 3 CPY BallY ; [0] + 3 BEQ EnableBall2 ; [3] + 2/3 LDA #00 ; [5] + 2 JMP DrawBall2 ; [7] + 3 EnableBall2 LDA #02 ; [6] + 2 NOP ; [8] + 2 DrawBall2 STA ENABL ; [10] + 3 DEY ; 2 STA WSYNC ; end of line 3 ; ----------------------------------------------------------------------------------- ; START OF LINE 4 SLEEP 46 ; [0] + 46 INX ; [46] + 2 DEY ; [48] + 2 decrement the scanline we're on BEQ DoneLoop ; [50] + 2 LDA PFData2,X ; [52] + 4 STA PF2 ; [56] + 3 all set for next section LDA PFData1,X ; [59] + 4 STA PF1 ; [63] + 3 JMP ScanLoop ; [66] + 3 ; NOTE: Y will be 0 on exit DoneLoop STA WSYNC ; [53] + 3 Finish this scanline. |
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
ANNOUNCEMENT: Stella has a new addr, debrodennis | Thread | Re: [stella] Hockey anyone?, Manuel Rotschkar |
ANNOUNCEMENT: Stella has a new addr, debrodennis | Date | Re: [stella] Hockey anyone?, Manuel Rotschkar |
Month |