Engeliron Posted January 28, 2016 Share Posted January 28, 2016 Hello all. I've tried following the code on Dragster for movement of the 48 pixel dragster. I can't seem to understand how Crane moved the dragster only using HMP0,x and not an additional HMP1,x. Does anyone have a super simple snippet of code that would allow a person to move a 48 pixel character around the screen just like Kirk Israel's 'Ghost' program? Any info would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted January 28, 2016 Share Posted January 28, 2016 This should probably be moved into the Atari 2600 Programming forum - a moderator might do it for you. I can't seem to understand how Crane moved the dragster only using HMP0,x and not an additional HMP1,x. Looks like that STA HMP0,X is in a loop controlled by X. When X = 0 it updates HMP0, when X = 1 it updates HMP1.That's very basic 6502 coding. You might like to take a look at Easy 6502, specifically Addressing Modes. Does anyone have a super simple snippet of code that would allow a person to move a 48 pixel character around the screen just like Kirk Israel's 'Ghost' program? Any info would be greatly appreciated. Check out bigmove, found in the Tricks section of MiniDig. If you're new to 2600 programming you might like to check out my blog series Collect, the detailed development of a simple 2K game from start to finish.. 1 Quote Link to comment Share on other sites More sharing options...
Engeliron Posted January 29, 2016 Author Share Posted January 29, 2016 This was my first posting so I wasn't sure where to message from but thank you very much for the info. I've read some postings off the atariage site and have always found you guys to be very helpful and knowlegeful. I look forward to being part of the homebrew scene for a long time. Thanks! Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted January 29, 2016 Share Posted January 29, 2016 Sheesh, I saw the thread title and thought someone had developed a 48-sprite kernel. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 29, 2016 Share Posted January 29, 2016 Of course a title with "help" indicates that. Quote Link to comment Share on other sites More sharing options...
ZylonBane Posted January 30, 2016 Share Posted January 30, 2016 Uh no, the "48 sprite" part does. English harder. Quote Link to comment Share on other sites More sharing options...
2600 Forever Posted January 30, 2016 Share Posted January 30, 2016 Uh no, the "48 sprite" part does. English harder. Your parents did a terrible job. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted February 4, 2016 Share Posted February 4, 2016 Looks like that STA HMP0,X is in a loop controlled by X. When X = 0 it updates HMP0, when X = 1 it updates HMP1. ...and by presetting X to 4, it's also used for the ball sprite (displayed as part of the timer). The loop is concluded if X started with anything but zero. Quote Link to comment Share on other sites More sharing options...
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