Does anyone have any examples of something like this being done that doesn't waste a bunch of ROM space doing so? Right now, I'm basically keeping my current line index in X (because my colors are changed on a per-line basis, unlike the play field) and then dividing that down by 8 and stuffing it into Y to use as an index into my PF tables. I just don't have the time necessary to adjust Y as needed for the PF0 and PF1 update. I'm okay with using illegal opcodes, but there wasn't any that I saw that immediately struck me as being useful.
I think for now I can just go back to my old method of updating PF0 and PF1 where I had a table that had an entry for each line, but that means that I'm going to be wasting 64 bytes. Much better than before when I was wasting 6 * 32 bytes, but hoping to improve it.
Thanks!
Edited by SmileyDude, Thu Sep 29, 2011 11:07 AM.













