Posted Fri Apr 23, 2004 6:00 PM
Posted Fri Apr 23, 2004 6:07 PM
Posted Fri Apr 23, 2004 8:03 PM
Posted Fri Apr 23, 2004 8:11 PM
Atari Charles said:
Posted Fri Apr 23, 2004 9:04 PM
Posted Fri Apr 23, 2004 11:32 PM
Posted Fri Apr 23, 2004 11:49 PM
Posted Sat Apr 24, 2004 7:25 PM
Posted Sat Apr 24, 2004 9:26 PM
Jedd said:
Posted Sat Oct 23, 2004 9:17 PM
Posted Sun Oct 24, 2004 3:10 AM
Posted Tue Nov 9, 2004 10:50 PM
Posted Wed Mar 9, 2005 10:03 PM
Posted Wed Mar 9, 2005 10:31 PM
Posted Wed Mar 9, 2005 11:04 PM
Posted Thu Mar 10, 2005 12:27 AM
Posted Thu Mar 10, 2005 12:48 AM
Dr. Van Thorp said:
Posted Thu Mar 10, 2005 12:53 AM
Posted Thu Mar 10, 2005 12:57 AM
batari said:
Posted Thu Mar 10, 2005 1:04 AM
MayDay said:
Posted Thu Mar 10, 2005 6:30 PM
Posted Thu Mar 10, 2005 6:50 PM
BIT PF_PONG BVC BMisDec ; branch if not Pong game (PF_PONG bit 6) AND #$01 ; Upshot of this is, in non-billiard Pong BNE MisDSkp ; game, missiles last about twice as longThere is no label BMisDec, so I would say that this source code is screwy.
Posted Thu Mar 10, 2005 6:55 PM
vdub_bobby said:
BIT PF_PONG BVC BMisDec ; branch if not Pong game (PF_PONG bit 6) AND #$01 ; Upshot of this is, in non-billiard Pong BNE MisDSkp ; game, missiles last about twice as longThere is no label BMisDec, so I would say that this source code is screwy.
MisAge LDA CLOCK ; Missile aging rate depends on type AND #$03 BEQ MisDec ; Only do this test 3/4 of the time BIT BILLIARD BVS MisDSkp ; branch if Billiard (must bounce before hit) BIT PF_PONG BVC BMisDec ; branch if not Pong game (PF_PONG bit 6) AND #$01 ; Upshot of this is, in non-billiard Pong BNE MisDSkp ; game, missiles last about twice as long MisDec DEC MisLife,X ; I'm getting older! MisDSkp LDA #$00 BEQ ResRTS ; Unconditional -- DO NOT Reset missile to tankI think the 'BMisDec' should be 'MisDec' - so you might try changing the line of code:
Posted Thu Mar 10, 2005 6:59 PM
Posted Thu Mar 10, 2005 7:10 PM
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