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zilog_z80a

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Everything posted by zilog_z80a

  1. i'm learning missiles too, can let you this dude, good luck!! http://atariage.com/forums/topic/78727-session-25-lets-start-with-missles-perhaps
  2. this is what you need? http://atariage.com/forums/topic/71120-6502-killer-hacks/?p=876950
  3. i'm thinking about using sectors Darrell, first now i must implement your 2LK with Masked graphics, the kernel i have planned is 127 lines, up before this kernel in the black part will put other kernel with lifes,objects and energy, a lot of work too. but you are right, must use sectors.i will take this with calm. and re understand all. ty Darrel and thanks to all of you AtariAge.
  4. how did you all transparent? i don't remember if CTRLPF has this property?
  5. I KNOW WHAT TO DO!! WILL COMMENT A MASK. I JUST NEED TWO MOBILE OBJECT. THE OTHER TWO WILL BE A MEAL AND ANOTHER OBJECT!! (WITH MISSILES...) I THINK THAT CAN WORK ENEMY --- GRP0 STATIC MEAL --- MISSILE0 PLAYER--- GRP1 STATIC OBJECT ---MISSILE1
  6. this is strage... i did WSYNC OUT OF THE LOOP AND NOW WORKS FINE. ? i will kill my self... brb.... lol but dunno when used the other playfield some lines where altered, must wait to arrive at home to try. sta WSYNC kernel_loop ldX PLAYF0,y ;+4 4 ----AND START TO COUNT HERE. stX PF0 ;+3 7 -- WE WRITE PF0 BEFORE TIA CYCLE 68 - PF0 lda (player0),y ;+5 12 and (mask0),y ;+5 17 sta GRP0 ;+3 20 ldx PLAYF1,y ;+4 24 stx PF1 ;+3 27 -- WE WRITE PF1 BEFORE TIA CYCLE 84 - PF1 ldx PLAYF2,y ;+4 31 stx PF2 ;+3 34 -- WE WRITE PF2 BEFORE TIA CYCLE 116 - PF2 lda (player0),Y ;+5 39 ldx PLAYF3,y ;+4 43 stx PF0 ;+3 46 -- WE WRITE "RIGHT PF0" BEFORE TIA CYCLE 148 - PF0 ldx PLAYF4,y ;+4 50 stx PF1 ;+3 53 -- WE WRITE "RIGHT PF1" BEFORE TIA CYCLE 164 - PF1 ldx PLAYF5,y ;+4 57 stx PF2 ;+3 60 -- WE WRITE "RIGHT PF2" BEFORE TIA CYCLE 196 - PF2 and (mask0),y ;+5 65 sta GRP1 ;+3 68 dey ;+2 70 bne kernel_loop ;+2 72 ---OR 73 IF BRANCH WAS TAKEN.
  7. ty but is impossible to don't use a pfx register for this port. ty again.
  8. Hi Darrell!! i found that any read of the PLAYER takes 6 cycles and the same for the MASK i forgot my include files at home so i did simple graphics included in the same asm file that work the same. why is this happening if i'm using ALIGN 256? bump here is the attach, could not find how to attach a file here so i will use an url ty in advance!! http://atari.rf.gd/ATARIAGE_HELP.asm
  9. yes!! will this and post the result with asm code, ty Darrell!!
  10. ty Darrell, i'm having problems with the mask when using pointers, is there some simple example without WSYNC an exact 76 cycles? i'm thinking with try that. but first will post de asm file in one or two hours. ty again
  11. i will read that too, lol don't worry... i really really read you Darrel.
  12. ok good and bad news..... here the problem was the mask, donno if crossing boundaries or some kind off... i did an static array of an horrible mask typed 0 by 0 and one by one.... i mean, i have changed and (mask0),y sta GRP0 for and mask0,y sta GRP0 whatever... it looks good but still strage... one character is one pixel down and it's strange cos is first character the afected one. will try to find a clean way to do a mask not using REPEAT that was in the original code. oooohhhh yes..... any comment is really welcome. will post source code tomorrow. sorry for the horrible delay. i know that If I had done it anyone of you may could found the bug, i will try this again. ty 10000 times. Sorry Darrell for all the false alarm, if you can i will ask you for advice about masks
  13. i will put this in the stella emulator and then to debugger all. i`m really curious about this issue. is killing me lol.
  14. . . kernel_loop sta WSYNC ;<----------------NICK BENSEMA SAYS THAT WE START HERE. ldX PLAYF0,y ;+4 4 ----AND START TO COUNT HERE. stX PF0 ;+3 7 -- WE WRITE PF0 BEFORE TIA CYCLE 68 - PF0 lda (player0),y ;+5 12 and (mask0),y ;+5 17 sta GRP0 ;+3 20 ldx PLAYF1,y ;+4 24 stx PF1 ;+3 27 -- WE WRITE PF1 BEFORE TIA CYCLE 84 - PF1 ldx PLAYF2,y ;+4 31 stx PF2 ;+3 34 -- WE WRITE PF2 BEFORE TIA CYCLE 116 - PF2 lda (player1),y ;+5 39 ldx PLAYF3,y ;+4 43 stx PF0 ;+3 46 -- WE WRITE "RIGHT PF0" BEFORE TIA CYCLE 148 - PF0 ldx PLAYF4,y ;+4 50 stx PF1 ;+3 53 -- WE WRITE "RIGHT PF1" BEFORE TIA CYCLE 164 - PF1 ldx PLAYF5,y ;+4 57 stx PF2 ;+3 60 -- WE WRITE "RIGHT PF2" BEFORE TIA CYCLE 196 - PF2 and (mask1),y ;+5 65 sta GRP1 ;+3 68 dey ;+2 70 bne kernel_loop ;+2 72 ---OR 73 IF BRANCH WAS TAKEN. _ ok i have reviewed all, will wait for the specialists. by the moment i'm totally bumpty. ty in advance. cheers!
  15. sorry about that, will correct it, donno how that could pass. i think typing and reading late at nite after work makes me near of sleep (to not use x register too) ty to both of you. cheers.
  16. Hi Darrell, was looking all you said to do a more decent work about timing, but something is wrong.... first want to do this one line kernel and then jump to 2LK (that i'm already reading and thinking) please can somebody give a clue? why this faults if i did what i think a good PFX timing? ty in advance!! _ kernel_loop sta WSYNC lda PLAYF0,y ;+4 4 sta PF0 ;+3 7 LDA (player0),y ;+5 12 AND (mask0),y ;+5 17 sta GRP0 ;+3 20 ;..................................................................PF0 time lda PLAYF1,y ;+4 24 sta PF1 ;+3 27 ;..................................................................PF1 time lda PLAYF2,y ;+4 31 sta PF2 ;+3 34 LDA (player1),y ;+5 39 lda PLAYF3,y ;+4 43 sta PF0 ;+3 46 lda PLAYF4,y ;+4 50 sta PF1 ;+3 53 lda PLAYF5,y ;+4 57 sta PF2 ;+3 60 AND (mask1),y ;+5 65 sta GRP1 ;+3 67 dey bne kernel_loop
  17. ok this it's gonna take time, i'm at work, i have drawn near 90 rooms already. at home tonite will answer all this question and yes!! i want to learn more assembler to port this to the atari 2600. DON'T WANT MONEY IT'S JUST LOVE FOR THE ATARI 2600. tonite all answers via personal message. cheers!!
  18. oki Darrell, you are right, i will. Darrell, this is a game version i wanna do, the code i'm trying is the first room of the game, cheers!
  19. HI, i'm doing some tests with all this but there is a weird situation i have a 127 lines HEIGHT kernel, one line kernel for now. 1LK, there is no cross page boundaries, all graphics are less than 200 lines and all of them comence with ALIGN 256 here is the kernel loop ( i have omitted SLEEP macros, STA WSYNC and other things) to let this clear and easy to read the weird thing is that if i'm using MASKED SPRITES i cannot make two of them fit in a single line with six writes to playfield. and it's weird cos there is time and still some cycles to waste? any clue? ty in advance. this is a nightmare lol. ; kerneloop lda PLAYF0,y ;+4 sta PF0 ;+3 7 lda PLAYF1,y ;+4 11 sta PF1 ;+3 14 lda PLAYF2,y ;+4 18 sta PF2 ;+3 21 lda PLAYF3,y ;+4 25 sta PF0 ;+3 28 lda PLAYF4,y ;+4 32 sta PF1 ;+3 35 lda PLAYF5,y ;+4 39 sta PF2 ;+3 42 LDA (player0),y ;+5 47 AND (mask0),y ;+5 52 sta GRP0 ;+3 55 LDA (player1),y ;+5 60 AND (mask1),y ;+5 65 sta GRP1 ;+3 68 dey BNE kerneloop ; ;
  20. i have read something here... some months ago. is this correct? http://atariage.com/forums/topic/71120-6502-killer-hacks/?p=876950 don't know much about them nor it's resolution. but could work, donno must learn more about missiles.
  21. 2LK, two line kernel 6 writes to PFX per scanline, STATIC PLAYFIELD 127 LINES HEIGHT two writes to GRPX per line (masked graphics total 4) first scanline, 2 sprites: (movable sprites, player0 and enemy player1) second scanline, 2 sprites: (or third scanline 3LK) two static sprites (a meal and an object) 3E BANKSWICHT? RAM AND ROM? order it's just for example purposes, a croquis: PF0 PF1 PF2 GRP0 GRP1 (PF0 PF1 PF2) <-----------------(or PF2 PF1 PF0) PF0 PF1 PF2 GRP0 GRP1 (PF0 PF1 PF2) <-----------------(or PF2 PF1 PF0) i will try to do some simple code today (lol i'm relative newbie MY CODE IS ALWAYS SIMPLE) i will show all my code soon. cheers
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