Search found 135 matches

by Iapetus
Fri Jun 15, 2012 9:17 am
Forum: 6502 assembly coding
Topic: Switching to and from HIRES mode in assembly?
Replies: 5
Views: 13055

Re: Switching to and from HIRES mode in assembly?

That was awesome Dbug, I have been wondering about this myself. Thx
by Iapetus
Tue Apr 24, 2012 8:34 pm
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Re: Sprites

Thanks Dbug, I am doing part of that already it seems. I am keeping the old coordinates of the sprites and then I paint repaint those rectangles using the back buffer. The speed is a bit better now that I am not dumping all the background. I will now try to improve my paint_sprite routine, I know th...
by Iapetus
Tue Apr 24, 2012 7:37 pm
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Re: Sprites

Ta _Dbug_

Can you elaborate a bit more how this "blit rectangles" technique would work, please?
by Iapetus
Tue Apr 24, 2012 11:38 am
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Re: Sprites

I must try just to copy the section of the background that will be painted on(a bit bigger actually).
by Iapetus
Tue Apr 24, 2012 11:22 am
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Re: Sprites

I only paint the background once in a buffer then I copy it each time to the other buffer to paint the sprites. Thank you for the hints on checking the timing. I did saw that on oricutron, one can use F9 to reset cycles, I will check the docs to see how to use this feature. At first I thought of hav...
by Iapetus
Tue Apr 24, 2012 9:51 am
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Re: Sprites

Finally I had some time to work a bit more in this project... I have now my buffers and 4 sprites (masked) working but all moves so slowly. It must be because I am using the following approach: - Play area : 24x160 - buffer for the background 24x160 - second buffer where I paint the sprites 28x176 I...
by Iapetus
Sun Apr 15, 2012 9:56 pm
Forum: Cross development tools
Topic: OSDK 0.20
Replies: 8
Views: 14886

Re: OSDK 0.20

Thank you :)
by Iapetus
Wed Apr 11, 2012 10:06 am
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Re: Sprites

Chema, thank you so much for such priceless info(both here and in your other threads where you explain how you code your games).
by Iapetus
Mon Apr 09, 2012 5:19 pm
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Re: Sprites

At the moment my routine is not optimised, I just wanted to see if things were working. So I am adding 40 at every line to the low byte of the zp pointer and then add one to the high byte if carry is set but I knew this could done in another away, absolute addressing as you said. Thank you for the h...
by Iapetus
Mon Apr 09, 2012 4:01 pm
Forum: 6502 assembly coding
Topic: Sprites
Replies: 23
Views: 38684

Sprites

Hi What would be the most efficient way to way to plot 4 sprites (3x16 bytes)? The sprites actually are 2x16 bytes but I will have them preshifted in memory so when painting the sprites I will paint one more byte for each of the 16 rows. I will be using masks because the background must be preserved...
by Iapetus
Sat Mar 31, 2012 3:43 pm
Forum: Games
Topic: Stormlord
Replies: 48
Views: 58126

Re: Stormlord

Wishing you all the best Twilighte!
by Iapetus
Tue Feb 07, 2012 9:25 am
Forum: General Discussion
Topic: Welcome to forum.defence-force.org 2.0
Replies: 29
Views: 31940

Re: Welcome to forum.defence-force.org 2.0

Wow, I was a bit lost when I opened this tab, "what the heck is this forum?!" :D

Looks great.
by Iapetus
Thu Sep 15, 2011 9:19 pm
Forum: Games
Topic: Skool Daze
Replies: 173
Views: 229553

Thank you Chema, the AI system is very interesting indeed.
by Iapetus
Thu Sep 08, 2011 10:44 am
Forum: Games
Topic: Skool Daze
Replies: 173
Views: 229553

Looks great!
by Iapetus
Thu Sep 01, 2011 5:55 pm
Forum: Games
Topic: Skool Daze
Replies: 173
Views: 229553

Awesome work Chema! Are you translating some routines(say AI) directly from Z80 to 6502?