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sparkplug.0128's Achievements
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also what replacement power and video cables do y’all recommend?
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how should i go about checking the voltage?
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Thanks for responding. I am in the NTSC region. i get the same result whether the cart is plugged in or not. I am currently using coaxial port (1st party cord)
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Could anyone link me to tutorials/books on how to shoot a missle, i know it has something to do with the ENABLM0 command, nut i'm having a hard time finding where to start.
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When I run this code on 8bitworkshop my sip is toward the left side of the screen (which is what i want), but when i run the code on z26 emulator it's still facing toward the right of the screen. processor 6502 include "vcs.h" include "macro.h" ;variables seg.u Variables org $80 YPosFromBot = $80; VisiblePlayerLine = $81; PlayerBuffer = $82 ;setup an extra variable seg Code org $F000 ;generic start up stuff... Start: CLEAN_START ClearMem sta 20,x dex bne ClearMem lda #$00 sta COLUBK ;start with black background lda #$08 sta COLUP0 ;Setting some variables... lda #80 sta YPosFromBot ;Initial Y Position lda #$20 sta NUSIZ0 ;Quad Width ;VSYNC time MainLoop: lda #2 sta VSYNC sta WSYNC sta WSYNC sta WSYNC lda #43 sta TIM64T lda #0 sta VSYNC Movement: lda #%00010000 ;Down? bit SWCHA bne SkipMoveDown inc YPosFromBot SkipMoveDown lda #%00100000 ;Up? bit SWCHA bne SkipMoveUp dec YPosFromBot SkipMoveUp WaitForVblankEnd: lda INTIM bne WaitForVblankEnd ldy #191 sta WSYNC sta VBLANK ScanLoop: sta WSYNC lda PlayerBuffer ;buffer was set during last scanline sta GRP0 ;put it as graphics now CheckActivatePlayer CPY YPosFromBot bne SkipActivatePlayer lda #8 sta VisiblePlayerLine SkipActivatePlayer lda #0 sta PlayerBuffer ;set buffer, not GRP0 ldx VisiblePlayerLine ;check the visible player line... BEQ FinishPlayer ;skip the drawing if its zero... IsPlayerOn lda Ship-1,x ;otherwise, load the correct line from Ship sta PlayerBuffer ;put that line as player graphic for the next line dec VisiblePlayerLine ;and decrement the line count FinishPlayer dey bne ScanLoop lda #2 sta WSYNC sta VBLANK ldx #30 OverScanWait: sta WSYNC dex bne OverScanWait jmp MainLoop Ship: .byte #%00000000 .byte #%00100000 .byte #%01111000 .byte #%11111100 .byte #%01111111 .byte #%11111100 .byte #%01111000 .byte #%00100000 org $FFFC .word Start .word Start
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I'm very new to atari programming and was wondering how i could have my ship shoot out a bullet and also face the left side of the screen (it is currently at the right) Thanks processor 6502 include "vcs.h" include "macro.h" org $F000 YPosFromBot = $80; VisiblePlayerLine = $81; PlayerBuffer = $82 ;setup an extra variable ;generic start up stuff... start SEI CLD ldx #$FF TXS lda #0 ClearMem sta 0,X dex bne ClearMem lda #$00 sta COLUBK ;start with black background lda #$08 sta COLUP0 ;Setting some variables... lda #80 sta YPosFromBot ;Initial Y Position lda #$20 sta NUSIZ0 ;Quad Width ;VSYNC time MainLoop: lda #2 sta VSYNC sta WSYNC sta WSYNC sta WSYNC lda #43 sta TIM64T lda #0 sta VSYNC lda #%00010000 ;Down? bit SWCHA bne SkipMoveDown inc YPosFromBot SkipMoveDown lda #%00100000 ;Up? bit SWCHA bne SkipMoveUp dec YPosFromBot SkipMoveUp WaitForVblankEnd: lda INTIM bne WaitForVblankEnd ldy #191 sta WSYNC sta VBLANK ScanLoop: sta WSYNC lda PlayerBuffer ;buffer was set during last scanline sta GRP0 ;put it as graphics now CheckActivatePlayer CPY YPosFromBot bne SkipActivatePlayer lda #8 sta VisiblePlayerLine SkipActivatePlayer lda #0 sta PlayerBuffer ;set buffer, not GRP0 ldx VisiblePlayerLine ;check the visible player line... BEQ FinishPlayer ;skip the drawing if its zero... IsPlayerOn lda Ship-1,x sta PlayerBuffer dec VisiblePlayerLine ;and decrement the line count FinishPlayer dey bne ScanLoop lda #2 sta WSYNC sta VBLANK ldx #30 OverScanWait: sta WSYNC dex bne OverScanWait jmp MainLoop Ship: .byte #%00000000 .byte #%00100000 .byte #%01111000 .byte #%11111100 .byte #%01111111 .byte #%11111100 .byte #%01111000 .byte #%00100000 org $FFFC .word start .word start galactus.asm