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zilog_z80a

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Everything posted by zilog_z80a

  1. three line kernel = 3LK ok will try all this with real code, ty a lot nanochess.
  2. yes they are in different rows may be a 3LK can do this? ok will try with real code then we continue.. cheers thanks a lot.
  3. answering my self, i think may be i can clear HMCLR at the end of first scanline to reset movement registers and then load them again at the end of the second scanline last GRP1? there is no source code is just a question. -------------------------------------------------------------------------------------------------------- first scanline STA GRP0 STA GRP1 - HMCLR -------------------------------------------------------------------------------------------------------- second scanline STA GRP0 STA GRP1 - WRITE POSITION TO THEM AGAIN -------------------------------------------------------------------------------------------------------- AM I WRONG?
  4. Hi!!! i`m learnning a lot here in this forum with contribution of all of you, i wanna say THANK YOU TO ALL, TO ANY ONE, ONE BY ONE TO ALL OF YOU. there is a little question in my head. can i in a 2lk write 4 times to GRPX masked graphics? FOR EXAMPLE: ---------------------------------------------------------------------- first scanline STA GRP0 STA GRP1 ---------------------------------------------------------------------- second scanline STA GRP0 STA GRP1 ---------------------------------------------------------------------- and be able JUST to move the GRP0 of line one and to disable GRP0 movement in line 2? is that possible? ty in advance and cheers!!
  5. Hi!! i`m learning assembler but just for curiosity, can somebody give me an URL to Spice c or SpiceC? wanna read what is all this about. ty cheers.
  6. ty Thomas, great, always wanted to know about constants spots and all related, will take note about this too. if somebody else wants to add something about constants is really really welcome. cheers!
  7. tnx RevEng, this text now is a reference and a guide for me, and tnx for your time to write and explain. cheers!!
  8. Hi, this is a humble post to know where is the correct place to put in code our constants, i found this code (below) time ago... and i think that constant data should go after ORG $F000 Please can somebody correct me if i'm not right? cheers!! ty in advance.
  9. i must read all this posts of you, but ok, first COLLECT. is all so clear. cheers!
  10. DASM 2.20.11 20140304 Copyright © 1988-2008 by various authors (see file AUTHORS). License GPLv2+: GNU GPL version 2 or later (see file COPYING). DASM is free software: you are free to change and redistribute it. There is ABSOLUTELY NO WARRANTY, to the extent permitted by law. ty ZackAttack !! i will try your new source!! what version of dasm are you wearing?
  11. hi ZackAttack!! I have tried to compile your first asm file please try it, i did a graphic cut for 8 bits and still it does not compile. ty.
  12. THIS ARE THE ACTIONS AND PERSONS WHOM MAKES A NEW CHAPTER IN THE ATARI'S PROGRAMMING LIFE, A NEW STEP, MORE NEAR THAN EVER FOR US, FOR ALL THOSE PEOPLE THAT ARE TRYING TO LEARN. THANK YOU DARRELL SPICE JR. IF YOU NEED SOMETHING FROM ARGENTINA, WHAT EVER YOU NEED, JUST ASK, KIND KIND REGARS. AND TY AGAIN. THIS IS AN EXTRA HAPPY DAY.
  13. but i have changed them to 8 bits and can't make it work. please i need just one working example about this. can't understand the mismatch.
  14. Darrell there are two mask_draw_demo.asm i`m looking the first.
  15. Hi Darrell, ok just 8 bits are read. i`m lost again with this is like a naightmare lol ty. with the rest of errors i'm lost sorry.
  16. hi, i mean not height, i mean width, is 11 bits wide the sprite in the source code you post first eg MegaMan_RunF03: BYTE %00000111100 ; <----- is not an 8 bit limit here? BYTE %00000110000 BYTE %01010111000 BYTE %01110110000 BYTE %00101100000 BYTE %11001110110 BYTE %11011110111 BYTE %01110000011 BYTE %00001111000 BYTE %00001000100 BYTE %00011111110 BYTE %00011001010 BYTE %00001001010 BYTE %00111111110 BYTE %00111110010 BYTE %00011100100 BYTE %00001001000 BYTE %00000000000 another thing is that source code gives me this error --- End of Symbol List. mask_draw_demo.asm (124): error: Label mismatch... --> MegaMan_Color f217 mask_draw_demo.asm (127): error: Label mismatch... --> MegaMan_Run_LowBytes f229 mask_draw_demo.asm (133): error: Label mismatch... --> MegaMan_Run_HighBytes f22d mask_draw_demo.asm (140): error: Label mismatch... --> MegaMan_RunF01 f231 mask_draw_demo.asm (160): error: Label mismatch... --> MegaMan_RunF02 f243 mask_draw_demo.asm (180): error: Label mismatch... --> MegaMan_RunF03 f255 mask_draw_demo.asm (200): error: Label mismatch... --> MegaMan_RunF04 f267 Unrecoverable error(s) in pass, aborting assembly! Complete.
  17. sorry i'm losing my brain lol isn't a sprite 8 bits long per slice? this sprite is 11 bits per slice!! bump i'm trying to compile the first mask_draw_demo.asm and there is an error about labels that i cannot solve. have changed the labels name but still can't compile.
  18. wow, i'm learning the code from the first mask_draw_demo.asm about SPRITE... there is some kind of POINTERS OF POINTERS ARRAY OF POINTERS ZackaAttack, about memory space at $80.... this means..... FrameCount: DC.B ; always gonna be a byte? P0y: DC.B ; always gonna be a byte? pGraphics: DC.W ; always gonna be a word? pColors: DC.W ; always gonna be a word? pMask: DC.W ; always gonna be a word? AM I RIGHT? will continue reading. ty. cheers.
  19. Thank you very much for the code ZackAttack!!, i wanna do an asymmetrical playfield with six writes to PFX and two writes to GRPX per line in a 2LK, monochrome sprites. with your info once i have understood all.... then will try to implement this in Darrell Spice's 2LK Playfield found in COLLECT. this is what i was looking, i found it in other code but i was needing what you did a...... THIS IS ALL YOU NEED AND CLEAR. ScanLoop LDA (pGraphics),y AND (pMask),y STA GRP0 DEY STA WSYNC BNE ScanLoop not now.... but i think will need a bankswitching (ram/rom both) scheme, was looking them, but still looking cos will use MASKED SPRITES for all so i suspect that will need more ram and rom step by step, for now i will take a look at your code. ty again ZackAttack!! cheers!
  20. Hi, i'm really stuck with this subject. can't find a simple kernel where masked graphics are set. i mean animated ones, can't find really really, i can't, may be i'm not looking at the right place? google may be not showing good results or i'm doing perhaps the search with the wrong words? donno.... i will love to know how to set up masked graphics pointers in two simple scenarios. 127 1LK AND 127 2LK please, there are some examples but can't understand the kernel context. if somebody helps will be the push i need to try my first kernel. ty in advance. cheers. PS: I DON'T CARE IF IS AN EXAMPLE WITH A DIFFERENT KERNEL HEIGHT, JUST HELP.
  21. Hi!! is there an UPDATED list with Bankswitching codes"name" and specs that i can read to learn? i mean ¿something like Kevin Horton's list format? : CODE: (3F) NAME: (Enhanced Tigervision style) SPECS: (up to 512K) cheers!! ----------------------------------------------------------------------------------- UPDATE: I HAVE FOUND THIS WITH DATE 2012 EXIST IN SOME OTHER PLACE A RECENT ONE? http://blog.kevtris.org/blogfiles/Atari%202600%20Mappers.txt
  22. zilog_z80a

    Guerilla Game #5.1

    very good explained info Vidak!! ty!!
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