Posted Tue Aug 31, 2010 11:11 PM
Posted Wed Sep 1, 2010 1:44 AM
Nukey Shay, on Tue Aug 31, 2010 11:11 PM, said:
Quote
LDA #% 00000011 STA NUSIZ0 STA RESP0 sleep 3 STA RESP0Here, you'll get 3 copies of player0-- main, near, and middle. That means if you wait long enough, then do RESP0, sleep 3, RESP0 again, you can get 3 more copies of player0 on the same line. Each triplet will be perfectly spaced (i.e., 8 color clocks between each copy). This means you could get 12 sprites on a line by doing the following:
LDA #% 00000011 STA NUSIZ0 STA NUSIZ1 STA RESP0 STA RESP1 STA RESP0 ; this gives you 3 copies of player0 STA RESP1 ; this gives you 3 copies of player1 sleep 5 ; or longer STA RESP0 STA RESP1 STA RESP0 ; this gives you 3 more copies of player0 STA RESP1 ; this gives you 3 more copies of player1Although you wouldn't have enough time to load unique values for each copy of player0 and player1, you could display the icons for up to 12 spare lives, or something like that, although they wouldn't be evenly spaced. Or, if you sleep 11 instead of sleep 5, you can get 6 sprites, a nice gap, then 6 more sprites, such that you could display up to 6 spare lives for one player on the left half of the screen, and up to 6 spare lives for a second player on the right half of the screen, in a 2-player game. Instead of sleep 11, you could use that time to load different graphics for the second set of 6 spare lives (if the second player had a differently-shaped ship), or a different color (like red for the first player's spare lives, and green for the second player's spare lives).
LDA #% 00000011 STA NUSIZ0 STA RESP0 sleep 3 STA RESP0 sleep 3 STA RESP0Here, you get 4 copies of player0-- but they aren't near, near, near, middle as I'd always thought. Rather, they're main, main, near, middle. The 2 main copies are 9 color clocks apart, and the rest are 8 color clocks apart.
LDA #% 00000001 STA NUSIZ0 STA RESP0 sleep 3 STA RESP0 sleep 3 STA RESP0 sleep 3 STA RESP0 sleep 3 STA RESP0This is similar to the preceding example, but you get 5 copies-- main, main, main, main, near (not near, near, near, near, near as I'd always thought). The main copies are 9 color clocks apart, but there are 8 color clocks between the last main copy and the near copy. This is usually described as "the last copy is shifted left 1 pixel," but it isn't shifted at all-- it's right where it's supposed to be!
LDA #% 00000010 STA NUSIZ0 STA RESP0 sleep 8 STA RESP0Here you get 2 copies-- main and middle-- since the second RESP0 ends while the START signal is active for the first middle copy, so you don't get anything from the first RESP0, just the main and middle copies from the second RESP0.
LDA #% 00000100 STA NUSIZ0 STA RESP0 sleep 19 STA RESP0Here you again get 2 copies-- main and far-- since the second RESP0 ends while the START signal is active for the first far copy, so you don't get anything from the first RESP0, just the main and far copies from the second RESP0.
Edited by SeaGtGruff, Wed Sep 1, 2010 1:58 AM.
Posted Wed Sep 1, 2010 6:06 AM
SeaGtGruff, on Wed Sep 1, 2010 1:44 AM, said:
LDA #% 00000011 STA NUSIZ0 STA NUSIZ1 STA RESP0 STA RESP1 STA RESP0 ; this gives you 3 copies of player0 STA RESP1 ; this gives you 3 copies of player1 sleep 5 ; or longer STA RESP0 STA RESP1 STA RESP0 ; this gives you 3 more copies of player0 STA RESP1 ; this gives you 3 more copies of player1Although you wouldn't have enough time to load unique values for each copy of player0 and player1, you could display the icons for up to 12 spare lives, or something like that, although they wouldn't be evenly spaced. Or, if you sleep 11 instead of sleep 5, you can get 6 sprites, a nice gap, then 6 more sprites, such that you could display up to 6 spare lives for one player on the left half of the screen, and up to 6 spare lives for a second player on the right half of the screen, in a 2-player game. Instead of sleep 11, you could use that time to load different graphics for the second set of 6 spare lives (if the second player had a differently-shaped ship), or a different color (like red for the first player's spare lives, and green for the second player's spare lives).
Edited by SeaGtGruff, Wed Sep 1, 2010 6:09 AM.
Posted Mon Sep 6, 2010 8:55 PM
Posted Tue Sep 7, 2010 10:07 PM
Posted Tue Sep 28, 2010 5:51 PM
Edited by maiki, Tue Sep 28, 2010 5:52 PM.
Posted Tue Sep 28, 2010 10:21 PM
Posted Wed Sep 29, 2010 4:19 PM
Posted Sat Oct 9, 2010 8:09 PM
Posted Sun Oct 10, 2010 6:18 AM
Posted Mon Dec 13, 2010 3:48 PM
Posted Mon Dec 13, 2010 3:56 PM
Posted Tue Dec 14, 2010 10:13 PM
ravenxau, on Mon Dec 13, 2010 3:48 PM, said:
Posted Wed Dec 15, 2010 12:14 AM
Posted Thu Dec 16, 2010 7:25 AM
Posted Sat Nov 19, 2011 10:21 AM
Posted Sat Nov 19, 2011 11:45 PM
Posted Tue Nov 22, 2011 12:18 AM
Posted Sun May 13, 2012 10:30 PM
0 members, 0 guests, 0 anonymous users