I didn't like the original code for the Big Dipper so I used a standard delay loop. It saves space but it does not give the same effect. Here is the first bin which shows a fairly good depiction of the Big Dipper.
BackStars8_8_07.bin (4K)
downloads: 162
Here is the alternate code ... saves space but doesn't look as good.
BackStars8_11_07.bin (4K)
downloads: 149
This bin looks a little better for only a couple of bytes
BackStars8_12_07.bin (4K)
downloads: 100
Here is another approach for displaying stars using the Cosmic Ark trick, but only turning on selected stars.
BackStarsBall9_24_07.bin (4K)
downloads: 110
BackStars8_8_07.bin (4K)
downloads: 162
Here is the alternate code ... saves space but doesn't look as good.
;Show Big Dipper LDA #2 ;used to enable missile LDX #7 ;Number of stars BigDipperLoop LDY StarTable,X ;get delay for loop (star placement) STA WSYNC ;always start loop at same time ;Delay loop positions stars DipperDelay DEY BNE DipperDelay STA ENABL ;Turn missile on STY RESBL ;strobe missile position DEX STA WSYNC STA WSYNC STY ENABL ;Turn missile off BNE BigDipperLoop ;Start loop over StarTable .byte 10,8,5,9,8,7,6,9This bin shows a less desireable depiction of the Big Dipper as coded above.
BackStars8_11_07.bin (4K)
downloads: 149
This bin looks a little better for only a couple of bytes
BackStars8_12_07.bin (4K)
downloads: 100
Here is another approach for displaying stars using the Cosmic Ark trick, but only turning on selected stars.
BackStarsBall9_24_07.bin (4K)
downloads: 110



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