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halkun

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Combat Commando

Combat Commando (1/9)

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  1. See, I'm still not getting it because it, of all things, it's too high level.... I'm doing it all by hand When the CPU wakes from WSYNC, I immediately go about *manually* setting up scan line *during* the horizontal blank. I use a creative setting of opcode I count cycles till I clear the playfield bytes I want to clear and then reset them on the other half of the screen. I have some time during my cycle counting to set up objects while riding the beam, I'm just foggy on the sequence of registers to hit while the line is scanning. I don't know what a "sta.wx" instruction is... and it appears you are storing data on the RESP0.. I thought that was a strobe and you hit it when you were close to where you wanted to be. :/
  2. I'm trying an experiment to see if I can do line art on a 2600. I've gotten down timings and cycle counting. I've been able to clock properly to create asymmetrical playfields (Using a spreadsheet to calculate time slices), but player, missile, and ball placement is really confusing to me. The idea is I'm trying to use player, ball, and missile graphics to draw vertical and diagonal lines, but unclear on how to clock them to the proper position. I've been able to clock the player to *around* the position I want by counting cycles and using a strobe, bit I'm looking for a pixel-perfect placement of P0, P1, M0, M1 and the ball. Now, I'm not looking for a routine, just what is the proper sequence of setting and strobing of the registers to get the objects where I need them for the next scan line. I'm counting cycles by hand using opcodes (more than just simple nop slides) and just need the sequence of events. The documentation I've found is confusing... especially for missile and ball. (I get that you move these objects relative to their last position, which is great as it will allow me to make diagonal lines.) but setting up that scan line is not going like I think it's supposed to. Help will be... umm.. helpful
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