[stella] cosmic ark stars missile 1
Darrell Spice, Jr.
darrell.spice.jr at spiceware.org
Tue Jan 15 09:15:11 CST 2008
I used M1 to generate the stars in Stay Frosty.
ldx #$70
stx HMM1
sta WSYNC
sta HMOVE ; 3
SLEEP 16 ; 16 19
dex ; 2 21
stx HMM1 ; 3 24 ; this confuses the TIA and generates stars :-)
values are $7x and $6x for the 2 HMM1 hits.
On Jan 15, 2008, at 7:17 AM, Andrew Davie wrote:
> I don't understand the magic behind cosmic ark stars, but I am
> using it
> successfully for Boulder Dash to give the extra-life shimmer.
> However, the
> code I use is using missile 0 and I really want to use missile 1.
> But when
> I change things from missile 0 to missile 1, I no longer get
> 'stars'; just
> 'stripes'. In other words the effect doesn't work. I'm pretty
> sure it's to
> do with the magic numbers in the following code. I just don't know
> what
> magic numbers to use for M1 (or for ball). Can anyone help?
>
> jsr rndm
> and #7
> clc
> adc #4
>
> TAY
> ; STA WSYNC
> .r22 DEY
> BPL .r22
> STA RESM0
> LDA #$70 ;this value is important
> for the
> effect
> STA HMM0
>
> STA WSYNC
> STA HMOVE
> JSR Trick2 ;waste 18 cycles and load
> move
> value
> STA HMM0 ;this is the tricky part
>
>
> LDA #$02 ;turn missile0 on
> sta WSYNC ; 3
> STA ENAM0
>
> rts
>
> Trick2: NOP ;the tricky subroutine
> NOP
> LDA #$60
> RTS
>
>
> The above gives a reasonable random effect for me. If I change the
> lda #$60
> then it stops working. If I change to missile 1, it stops working.
>
> Could someone please analyse this and/or suggest the correct values?
>
> Thanks
> A
>
>
>
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> Stella at atari2600.org
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Darrell Spice, Jr.
darrell.spice.jr at spiceware.org
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