[stella] cosmic ark stars missile 1
Andrew Davie
atari2600 at taswegian.com
Wed Jan 16 02:24:59 CST 2008
Strange. If I use this code I don't get stars. If I change it to missile 0
I do get stars. Is Stella (the emulator) confirmed to work with the star
effect with missile 1? I don't have hardware setup to test this.
Cheers
A
_____
From: stella-bounces at atari2600.org [mailto:stella-bounces at atari2600.org] On
Behalf Of Darrell Spice, Jr.
Sent: Wednesday, January 16, 2008 2:15 AM
To: Atari 2600 programming list
Subject: Re: [stella] cosmic ark stars missile 1
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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Darrell Spice, Jr.
darrell.spice.jr at spiceware.org
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