+atari2600land Posted April 3 Share Posted April 3 So I have the following code: lda (DigitThousands),y sta GRP0 lda (DigitHundreds),y tax lda (DigitTens),y sta Temp2 lda (DigitOnes),y ldy Temp2 stx GRP1 sty GRP0 sta GRP1 sta GRP0 This is okay for a four digit score, but I would like a six-digit score. What do I do to make this a six-digit score? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted April 3 Share Posted April 3 Here's a chunk of code that contains the draw loop and the necessary TIA register setup (set sprite 3-copy mode, and center the display) for a 6 digit score (48 pixel wide) display. It uses 14 bytes of RAM, 12 for the score digit graphics pointers and 2 temporary variables for the draw loop (one as a counter, the other as a temporary data store). I've put comments on the graphics pointer variables (scorePtr1 .. scorePtr6) indicating which score digit they correspond to. score48pix.asm Hope this helps. 4 Quote Link to comment Share on other sites More sharing options...
+Karl G Posted April 3 Share Posted April 3 It took me a bit to wrap my head around the 6-digit score / 48-pixel routine in terms of timings, etc, so I did a write-up of how it works on Andrew Davie's wiki. Here's the link in case it might be useful: http://www.taswegian.com/WoodgrainWizard/tiki-index.php?page=48-pixel-Image-Routine 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted April 3 Author Share Posted April 3 Thanks! I got it working now. Quote Link to comment Share on other sites More sharing options...
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