Pantomchap Posted May 22, 2017 Share Posted May 22, 2017 (edited) So I was trying my hand at making an asymmetrical playfield, or at least only one side of the playfield existing. It worked well I would say. It cuts PF2 on scanline 3 right before it has a chance to be displayed on the right half of the screen. CTRLPF is set to #1. Also, the name of the file has nothing to do with the program's actual inner workings. I was thinking of making a display for a score but I decided it's better to leave something so complicated for later. Another thing, I had some comments in the .asm file but I decided to remove them because I didn't want to risk giving any incorrect information about the program. Any suggestions to make the code better or more efficient? panto_scoretest_5-21-2017-7.39PM.asm panto_scoretest_5-21-2017-7.39PM.bin Edited May 22, 2017 by Pantomchap Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted May 22, 2017 Share Posted May 22, 2017 So I was trying my hand at making an asymmetrical playfield, or at least only one side of the playfield existing. It worked well I would say. It cuts PF2 on scanline 3 right before it has a chance to be displayed on the right half of the screen. CTRLPF is set to #1. Also, the name of the file has nothing to do with the program's actual inner workings. I was thinking of making a display for a score but I decided it's better to leave something so complicated for later. Another thing, I had some comments in the .asm file but I decided to remove them because I didn't want to risk giving any incorrect information about the program. Any suggestions to make the code better or more efficient? I don't have anything at the moment, except you're missing VBLANK at line 55. Once I'm able to test it I will Quote Link to comment Share on other sites More sharing options...
Just Jeff Posted May 23, 2017 Share Posted May 23, 2017 (edited) Sure.. Here's a couple of things.. Your second load/store is redundant here: lda #%00000000 sta PF2 sta WSYNC lda #0 sta PF2 Also, hit Alt-L when you are running it in Stella and you can see your scan line count is a bit off. You can fix that by tinkering with your REPEAT amounts. But fix that VBLANK thing first. Edited May 23, 2017 by BNE Jeff Quote Link to comment Share on other sites More sharing options...
Pantomchap Posted May 23, 2017 Author Share Posted May 23, 2017 Sure.. Here's a couple of things.. Your second load/store is redundant here: lda #%00000000 sta PF2 sta WSYNC lda #0 sta PF2 Also, hit Alt-L when you are running it in Stella and you can see your scan line count is a bit off. You can fix that by tinkering with your REPEAT amounts. But fix that VBLANK thing first. I fixed the VBLANK thing and the scanline count thing. I believe it should say "262 @ 60.00fps => NTSC" right? I now see some black from the VBLANK intruding in on the visible picture. Is this a problem with my program or Stella? panto_scoretest_5-21-2017-7.39PM.asm panto_scoretest_5-21-2017-7.39PM.bin Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 23, 2017 Share Posted May 23, 2017 I now see some black from the VBLANK intruding in on the visible picture. Is this a problem with my program or Stella? The black at the bottom? A simple test of other games will show that's normal for both the bottom and top of the image: You'll see that on a real display too, in fact you'll see black on all four sides. Since the picture is under your control you can hide the top/bottom if you want by setting VBLANK earlier in Vertical Blank, and later in OverScan, such as in Air-Sea Battle. Just beware that if you leave picture output on during VSYNC that it can obscure the Sync signal, resulting in a rolling picture on some TVs. Quote Link to comment Share on other sites More sharing options...
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