Posted Tue Sep 4, 2007 5:38 AM
Posted Tue Sep 4, 2007 12:21 PM
Steril707, on Tue Sep 4, 2007 7:38 AM, said:
Posted Tue Sep 4, 2007 2:23 PM
Posted Wed Sep 5, 2007 9:31 PM
... tay lda colortable,y sta COLUP0 lda (spritepointer),y ...After tay.
Posted Thu Sep 6, 2007 5:54 AM
Steril707, on Tue Sep 4, 2007 4:23 PM, said:
sec lda #KERNEL_HEIGHT tay ; used for the kernel sbc verPosP1 ; subtract the climber vertical position adc #CLIMBER_HEIGHT-1 ; add back in the climber height to get the ; offset sta climberOffset ; this is decremented in the kernel to ; determine when the y-register is in range ; to draw the climber clc adc playerGraphicLSB ; add the value to the graphic pointer LSB sta playerPointer ; so the indirect read doesn't cross a page ; boundary lda climberOffset clc adc playerColorsLSB ; now calculate the color pointer LSB the sta playerColorPointer ; same way
lda #CLIMBER_HEIGHT-1 ; 2 dcp climberOffset ; 5 bcs .colorClimber ; 2 SLEEP_9 ; 9 lda #0 ; 2 beq .drawClimber ; -10 .colorClimber lda (playerColorPointer),y ; 5 sta COLUP1 ; 3 lda (playerPointer),y ; 5 .drawClimber sta GRP1 ; 3
Posted Sun Sep 9, 2007 12:12 PM
Posted Sun Sep 9, 2007 4:19 PM
Steril707, on Sun Sep 9, 2007 2:12 PM, said:
Posted Mon Sep 10, 2007 2:40 AM
Steril707, on Sun Sep 9, 2007 2:12 PM, said:
Posted Tue Sep 11, 2007 4:16 AM
Posted Tue Sep 11, 2007 5:10 AM
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