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tdunn

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Combat Commando

Combat Commando (1/9)

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  1. Hi Thomas, I tried it with my supercharger too. When pressing the button to start the game the screen goes crazy. Here's a screenshot in case it helps. I think you did a really great job on this. I was thinking of trying a very simplified version before I start working on my first game. Maybe I still will. I can study your code anyways. -Tom Dunn
  2. I'll say it again, I'm behind because I started only a week ago, but I'm catching up. Here is my playfield. It draws GAME OVER. This was a great exercise, I feel like I'm getting somewhere. Now I can read Session 19 ; 4 columns for letters in playfield, 40 pixels each ; (of course letters will have to span PF sections ; but doesn't matter since we're just reading from graphics bytes) ; ; Frame scanlines are laid out like this: ; 21 blank scanlines ; 64 GAME (each letter is 8 segments high, ea. segment 8 pixel high) ; 22 blank ; 64 OVER ; 21 blank ;------------------------------------------------ ; Do 192 scanlines lda #$4a sta COLUPF ; reddish color for "GAME" ldx #0 ; this counts our scanline number TopBlankArea sta WSYNC inx ;(+2=2) ; my first attempt at cycle counting cpx #21 ;(+2=4) bne TopBlankArea ;(+3=7) ldx #0 ;(+2=9) ; we've gone thru 21 scanlines so far... ldy #0 ;(+2=11); this counts our letter segment number WordRow1 ; load playfield for left half of screen lda P0_1_LEFT,Y ;(+4=15) or from branch below->;(+4=20) sta PF0 ;(+3=18) ;(+3=23) lda P1_1_LEFT,Y ;(+4=22) ;(+4=27) * 3 = 81 sta PF1 ;(+3=25) ;(+3=30) * 3 = 90 lda P2_1_LEFT,Y ;(+4=29) sta PF2 ;(+3=31) * 3 = 93 ; load playfield for right half of screen lda P0_1_RIGHT,Y ;(+4=35) sta PF0 ;(+3=38) lda P1_1_RIGHT,Y ;(+4=42) * 3 = 126 sta PF1 nop ;(+2=44) ; wait until we can safely write PF2 lda P2_1_RIGHT,Y ;(+4=48) sta PF2 ;(+3=51) nop ; wait until we can safely nop ; change PF1 nop ; updating PF1 here in case this ; is the end of a 8 pixel high segment and we ; need to run the extra branch code ; for y below. if we do, then PF1 won't ; be written in time unless we do it ahead ; of time here lda P1_1_LEFT+1,Y sta PF1 sta WSYNC inx ;(+2=2) cpx #8 ;(+2=4) bne WordRow1 ;(+3=7) ; still in same segment? ; no. so inc y for next segment ldx #0 ;(+2=9) iny ;(+2=11) cpy #8 ;(+2=13) bne WordRow1 ;(+3=16) ldx #0 ; we've done 21+64=85 scanlines so far lda #0 sta PF0 ; blank out the playfield sta PF1 sta PF2 ;------------------------------------------------ MiddleBlankArea sta WSYNC ; 21+1=22 blank lines in middle of frame inx cpx #21 bne MiddleBlankArea ; use one blank line for setting PF color lda #$68 sta COLUPF ; bluish color for "OVER" sta WSYNC ;------------------------------------------------ ; WordRow2 is just like WordRow1, but with different graphics ; if I knew more, I'd reuse the code for WordRow1 to display this ; section instead of doing a copy/paste of the code and changing a few things ldx #0 ;(+2=9) ; we've done 21+64+22=107 scanlines ldy #0 ;(+2=11); this counts our letter segment number WordRow2 ; load playfield for left half of screen lda P0_2_LEFT,Y ;(+4=15) or from branch below->;(+4=20) sta PF0 ;(+3=18) ;(+3=23) lda P1_2_LEFT,Y ;(+4=22) ;(+4=27) * 3 = 81 sta PF1 ;(+3=25) ;(+3=30) * 3 = 90 lda P2_2_LEFT,Y ;(+4=29) sta PF2 ;(+3=31) * 3 = 93 ; load playfield for right half of screen lda P0_2_RIGHT,Y ;(+4=35) sta PF0 ;(+3=38) lda P1_2_RIGHT,Y ;(+4=42) * 3 = 126 sta PF1 nop ;(+2=44) ; wait until we can safely write PF2 lda P2_2_RIGHT,Y ;(+4=48) sta PF2 ;(+3=51) nop ; wait until we can safely nop ; change PF1 nop ; updating PF1 here in case this ; is the end of a 8 pixel high segment and we ; need to run the extra branch code ; for y below. if we do, then PF1 won't ; be written in time unless we do it ahead ; of time here lda P1_2_LEFT+1,Y sta PF1 sta WSYNC inx ;(+2=2) cpx #8 ;(+2=4) bne WordRow2 ;(+3=7) ; still in same segment? ; no. so inc y for next segment ldx #0 ;(+2=9) iny ;(+2=11) cpy #8 ;(+2=13) bne WordRow2 ;(+3=16) ldx #0 ; we've done 21+64+22+64=171 scanlines so far lda #0 sta PF0 ; blank out the playfield sta PF1 sta PF2 ;------------------------------------------------ BottomBlankArea sta WSYNC inx cpx #21 bne BottomBlankArea s174.zip
  3. Thanks guys. Super cobra was what I was looking for.
  4. I just can't remember the name, the game is like this: you are a helicopter flying through a side scrolling cave I think. Rockets and stuff like that shoot off the ground trying to hit you. You can move up down left right, and can shoot. I expect an answer from you guys in about 12 seconds
  5. I'd love one as I'm starting to learn to program stella, and I'm thinking of making a crappy vcsp for myself. I looked through some stuff to sell on eBay ( http://cgi6.ebay.com/aw-cgi/eBayISAPI.dll?...&sort=2&rows=25 ) and if they do good enough, I'm preordering If not, I'll have to wait. And my congratulations to the maker of cuttlecart, supremely COOL!
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