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New Game - Better Big Dipper code?


Dave Neuman

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I didn't like the original code for the Big Dipper so I used a standard delay loop. It saves space but it does not give the same effect. Here is the first bin which shows a fairly good depiction of the Big Dipper.

BackStars8_8_07.bin

 

Here is the alternate code ... saves space but doesn't look as good. :(

 

;Show Big Dipper 	
LDA #2			;used to enable missile
LDX #7			;Number of stars
BigDipperLoop	
LDY StarTable,X	;get delay for loop (star placement)
STA WSYNC		;always start loop at same time
;Delay loop positions stars	
DipperDelay
DEY
BNE DipperDelay

STA ENABL		;Turn missile on
STY RESBL		;strobe missile position
DEX 
STA WSYNC
STA WSYNC	
STY ENABL		;Turn missile off
BNE BigDipperLoop	;Start loop over


StarTable

.byte 10,8,5,9,8,7,6,9

This bin shows a less desireable depiction of the Big Dipper as coded above.

BackStars8_11_07.bin

 

This bin looks a little better for only a couple of bytes

BackStars8_12_07.bin

 

Here is another approach for displaying stars using the Cosmic Ark trick, but only turning on selected stars.

BackStarsBall9_24_07.bin

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The first one definitely looks nicer. Of course, if you wouldn't have shown us that one, we wouldn't have a point of comparison, so the second one might have looked fine on its own. :)

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The first one definitely looks nicer. Of course, if you wouldn't have shown us that one, we wouldn't have a point of comparison, so the second one might have looked fine on its own. :)

 

 

:)

 

I added a short delay in order to angle the bucket ... looks a little better. I attached it to the end of the first post. I was thinking about adding a small sprite of the earth. Of course none of this adds anything to game-play, but it's a fun divergence until I can think of some game play elements. I guess I'm kinda doing this backwards.

 

;Show Big Dipper 	
LDA #2			;used to enable missile
LDX #6			;Number of stars

BigDipperLoop	
LDY StarTable,X		;get delay for loop (star placement)
STA WSYNC		;always start loop at same time

;Delay loop (positions stars)	
DipperDelay
DEY
BNE DipperDelay

DEX 

;Reposition left lower star in dipper
BNE NOMOVE
NOP
NOMOVE	

STA ENABL		;Turn missile on
STY RESBL		;strobe missile position

STA WSYNC		;Add some heigth to missiles
STA WSYNC		;Add some heigth to missiles
STY ENABL		;Turn missile off

BPL BigDipperLoop	;Start loop over

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