Posted Sun May 30, 2004 12:39 PM
Posted Sun May 30, 2004 1:19 PM
Posted Sun May 30, 2004 2:16 PM
Posted Mon May 31, 2004 1:03 AM
maudib said:
Posted Mon May 31, 2004 3:13 AM
Posted Mon May 31, 2004 4:14 AM
maudib said:
0 = player 0 1 = player 1 odd frame 0 1 0 1 0 1 even frame 0 1 0 1 0 1 (sprites shifted 8 pixels to the right) and on the screen you will see 001100110011
Posted Mon May 31, 2004 4:19 AM
Posted Mon May 31, 2004 10:04 AM

Posted Mon May 31, 2004 10:52 AM
Posted Mon May 31, 2004 11:17 AM
Posted Mon May 31, 2004 11:24 AM
lda (Sprite),y sta GRP0takes me 8 cycles right?
pla sta GRP0takes me 7 cycles...i've just saved 1 cycle...
Posted Mon May 31, 2004 12:38 PM
Posted Mon May 31, 2004 12:39 PM
Paul Slocum said:

Posted Mon May 31, 2004 2:49 PM
Thomas Jentzsch said:
Posted Mon May 31, 2004 2:52 PM
Posted Mon May 31, 2004 2:52 PM
Posted Mon May 31, 2004 2:54 PM
Posted Mon May 31, 2004 2:57 PM
Cycles Pixel GRP0 GRP0A GRP1 GRP1A loop2 ldy GRHEIGHT ;+3 63 189 lda (GRTABLE),y ;+5 68 204 sta GRP0 ;+3 71 213 D1 -- -- -- sta WSYNC ;go lda (GRTABLE+$2),y ;+5 5 15 sta GRP1 ;+3 8 24 D1 D1 D2 -- lda (GRTABLE+$4),y ;+5 13 39 sta GRP0 ;+3 16 48 D3 D1 D2 D2 lda (GRTABLE+$6),y ;+5 21 63 sta TEMPVAR ;+3 24 72 lda (GRTABLE+$8),y ;+5 29 87 tax ;+2 31 93 lda (GRTABLE+$A),y ;+5 36 108 tay ;+2 38 114 lda TEMPVAR ;+3 41 123 ! sta GRP1 ;+3 44 132 D3 D3 D4 D2! stx GRP0 ;+3 47 141 D5 D3! D4 D4 sty GRP1 ;+3 50 150 D5 D5 D6 D4! sta GRP0 ;+3 53 159 D4* D5! D6 D6 dec GRHEIGHT ;+5 58 174 ! bpl loop2 ;+2 60 180
sta GRP0 ;digit 1 -> GRP0 WSYNC sta GRP1 ;digit 2 -> GRP1, digit 1 = GRP0 -> GRP0A sta GRP0 ;digit 3 -> GRP0, digit 2 = GRP1 -> GRP1A *Digit 1 (GRP0A) begins displaying *Digit 2 (GRP1A) begins. One pixel later, the next instruction completes. sta GRP1 ;digit 4 -> GRP1, digit 3 = GRP0 -> GRP0A *Digit 3 (GRP0A) begins. Two pixels later, the next instruction completes. stx GRP0 ;digit 5 -> GRP0, digit 4 = GRP1 -> GRP1A *Digit 4 (GRP1A) begins. 3 pixels later, the next instruction completes. sty GRP1 ;digit 6 -> GRP1, digit 5 = GRP0 -> GRP0A *Digit 5 (GRP0A) begins. 4 pixels later, the next instruction completes. sta GRP0 ;any value -> GRP0, digit 6 = GRP1 -> GRP1A *Digit 6 (GRP1A) begins.
Posted Mon May 31, 2004 3:02 PM
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