Posted Thu Dec 30, 2010 6:39 AM
Posted Thu Dec 30, 2010 7:12 PM
PacManPlus, on Thu Dec 30, 2010 6:39 AM, said:
Posted Fri Dec 31, 2010 9:39 AM
kenfused, on Thu Dec 30, 2010 7:12 PM, said:
PacManPlus, on Thu Dec 30, 2010 6:39 AM, said:
Posted Sat Jan 1, 2011 8:58 AM
Posted Sat Jan 1, 2011 5:07 PM
Posted Mon Jan 3, 2011 7:08 PM
Posted Thu Jan 6, 2011 10:17 AM
Posted Thu Jan 6, 2011 10:42 AM
Posted Thu Jan 6, 2011 11:46 AM
PacManPlus, on Thu Jan 6, 2011 7:30 AM, said:
Posted Thu Jan 6, 2011 2:00 PM
Propane13, on Thu Jan 6, 2011 10:42 AM, said:
Posted Thu Jan 6, 2011 2:31 PM
Posted Thu Jan 6, 2011 4:43 PM
DLITOP
LDA #$00
STA DLITEMP ;THIS IS THE LINE COUNTER THAT'S USED TO FIGURE OUT WHAT ZONE WE ARE IN
LDA #$01
STA DLIFLG ;THIS JUST TELLS THE NEXT DLI THAT WE ARE AT THE BOTTOM
DLIPADDLES
LDA #$00
STA INPTCTRL ;THIS NEEDS TO BE DONE TO START THE PADDLE DISCHARGE
LDY #73 ;THE NUMBER OF RASTERS I NEED FOR FULL RANGE OF PADDLE MOVEMENT (YOUR MILEAGE MAY VARY)
DLIPLOOP
STA WSYNC ;ENSURE THE BEGINNING OF A LINE
LDA INPT2 ;CHECK PADDLE 3 (FIRST PADDLE IN SECOND PORT)
BMI DLISKIP0 ;PADDLE NOT BEING USED - SKIP
STY OUTP0 ;SAVE CURRENT RESISTANCE
DLISKIP0
LDA INPT3 ;CHECK PADDLE 4 (SECOND PADDLE IN SECOND PORT)
BMI DLISKIP1 ;PADDLE NOT BEING USED - SKIP
STY OUTP1 ;SAVE CURRENT RESISTANCE
DLISKIP1
LDA DLITEMP ;GET CURRENT RASTER
LSR ;DIVIDE BY 4 TO GET CURRENT ZONE (I THINK THE ABOVE PADDLE ROUTINE TAKES 4 LINES)
LSR
TAX
LDA ZONCOLOR,X ;GET THE COLOR FOR THIS ZONE
STA Z0C3 ;UPDATE IT
INC DLITEMP ;INCREMENT THE RASTER COUNT
DEY ;DECREMENT THE PADDLE DISCHARGE COUNT
BNE DLIPLOOP ;DO IT ALL AGAIN.
My DLL is set up with one interrupt at the top (for the above code) and one at the bottom (to do VBlank stuff).Posted Sat Jan 8, 2011 6:34 PM
Posted Sat Jan 8, 2011 8:21 PM
Posted Sun Jan 9, 2011 5:58 PM
Posted Sun Jan 9, 2011 8:05 PM
Edited by potatohead, Sun Jan 9, 2011 8:06 PM.
Posted Mon Jan 10, 2011 10:10 AM
PacManPlus, on Sun Jan 9, 2011 5:58 PM, said:
Edited by Lendorien, Mon Jan 10, 2011 10:10 AM.
Posted Mon Jan 10, 2011 12:57 PM
Posted Fri Jan 14, 2011 11:43 AM
Posted Fri Jan 14, 2011 11:55 AM
PacManPlus, on Fri Jan 14, 2011 11:43 AM, said:
Posted Fri Jan 14, 2011 12:29 PM
; THESE ARE THE TABLES FOR WHAT TO DO WHEN THE BALL HITS A CERTAIN CHARACTER FROM EACH SIDE (UP,RIGHT,LEFT,DOWN) ; THE OPTIONS ARE AS FOLLOWS: ; MAKE Y NEGATIVE (PAIED WITH BIT 1 BELOW) ; |MAKE X NEGATIVE (PAIRED WITH BIT 0 BELOW) ; ||ANIMATE CHARACTER (I.E. BUMPER) (NEED CHARACTER) ; |||CLEAR CHARACTER BALL HIT (NEED CHARACTER) ; ||||ADD POINTS (NEED CHARACTER) ; |||||SWAP X AND Y VALUES (BOUNCE ON A 45 DEGREE ANGLE) ; ||||||MAKE Y POSITIVE ; |||||||MAKE X POSITIVE ; |||||||| ; XXXXXXXX
CHGBSWAP
LDA TEMP6 ;THE VALUE FROM THE TABLE ABOVE
AND #$04 ;ARE WE SWAPPING VALUES?
BEQ CHGBNEGX ;NOPE, SKIP
LDA BALLYDIR,X ;YES
PHA
LDA BALLXDIR,X
STA BALLYDIR,X
PLA
STA BALLXDIR,X
CHGBNEGX
LDA TEMP6
AND #$40 ;MAKE X NEGATIVE?
BEQ CHGBNEGY ;NOPE, SKIP
LDA BALLXDIR,X
BMI CHGBNEGY ;X IS ALREADY NEGATIVE
EOR #$FF
CLC
ADC #$01
STA BALLXDIR,X
CHGBNEGY
LDA TEMP6
AND #$80 ;MAKE Y NEGATIVE?
BEQ CHGBPOSX ;NOPE, SKIP
LDA BALLYDIR,X
BMI CHGBPOSX ;Y IS ALREADY NEGATIVE
EOR #$FF
CLC
ADC #$01
STA BALLYDIR,X
CHGBPOSX
LDA TEMP6
AND #$01 ;MAKE X POSITIVE?
BEQ CHGBPOSY ;NOPE, SKIP
LDA BALLXDIR,X
BPL CHGBPOSY ;X IS ALREADY POSITIVE
EOR #$FF
CLC
ADC #$01
STA BALLXDIR,X
CHGBPOSY
LDA TEMP6
AND #$02 ;MAKE Y POSITIVE?
BEQ CHGBPOINT ;NOPE, SKIP
LDA BALLYDIR,X
BPL CHGBPOINT ;Y IS ALREADY POSITIVE
EOR #$FF
CLC
ADC #$01
STA BALLYDIR,X
Edited by PacManPlus, Fri Jan 14, 2011 12:35 PM.
0 members, 0 guests, 0 anonymous users