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authorB. Watson <yalhcru@gmail.com>2016-02-01 02:28:49 -0500
committerB. Watson <yalhcru@gmail.com>2016-02-01 02:28:49 -0500
commitbb03d1a3a4eb97ff4e0b7ca4b642a47828cfd778 (patch)
treec0710cc908a437e08482566177815247af57ae14 /newtitle.s
parent08355d1aaa899aa973b7ae762abb48fbe07a5b7c (diff)
downloadtaipan-bb03d1a3a4eb97ff4e0b7ca4b642a47828cfd778.tar.gz
playing with PMG for explosions
Diffstat (limited to 'newtitle.s')
-rw-r--r--newtitle.s53
1 files changed, 53 insertions, 0 deletions
diff --git a/newtitle.s b/newtitle.s
index 6387ace..953a3cb 100644
--- a/newtitle.s
+++ b/newtitle.s
@@ -159,6 +159,59 @@ start:
; wait for the next frame, to avoid graphics glitching
jsr wait1jiffy
+;; ; For use with explosion.s.pm:
+;; ; set player/missiles. we don't use P/M here, it's for the explosion
+;; ; sequence, but doing it here is "free" (it doesn't add to the size of
+;; ; the main xex segment). also note that we don't enable ANTIC P/M DMA
+;; ; (no SDMCTL or GRACTL bits set): the explosion routine writes directly
+;; ; to the GRAFP/GRAFM registers.
+;;
+;; ; colors
+;; lda #$0f ; bright white
+;; sta PCOLR0
+;; sta PCOLR1
+;; sta PCOLR2
+;; sta PCOLR3
+;;
+;; ; make sure they're not showing
+;; lda #0
+;; sta GRAFP0
+;; sta GRAFP1
+;; sta GRAFP2
+;; sta GRAFP3
+;; sta GRAFM
+;;
+;; ; positions
+;; lda #$30 ; text columns 0-1
+;; sta HPOSM3
+;; lda #$38 ; text columns 2-3
+;; sta HPOSM2
+;; lda #$40 ; 4-5
+;; sta HPOSM1
+;; lda #$48 ; 6-7
+;; sta HPOSM0
+;; lda #$50 ; 8-15
+;; sta HPOSP0
+;; lda #$70 ; 16-23
+;; sta HPOSP1
+;; lda #$90 ; 24-31
+;; sta HPOSP2
+;; lda #$B0 ; 32-39
+;; sta HPOSP3
+;;
+;; ; priority
+;; lda #8 ; PF 0,1 on top of players (then PF 2,3 on bottom)
+;; sta GPRIOR
+;;
+;; ; width
+;; lda #3
+;; sta SIZEP0 ; 3 = quad-width
+;; sta SIZEP1
+;; sta SIZEP2
+;; sta SIZEP3
+;; lda #$FF
+;; sta SIZEM ; FF = quad width, all missiles
+
; setup our display list
lda SDLSTL
sta FR0