Re: A86: Two Questions
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Re: A86: Two Questions
This would entail writing your own putsprite routine, but you could make it
store the bytes that it's overwriting into a memory location when it draws
(OR probably) and then to erase the sprite, put the saved picture back (using
LD or SET/RES)
To put a number on the screen in big text, use either dispHL (to display AHL)
or dispOP1 (I'm not sure if it's in ROM anywhere, but the code for a dispOP1
routine is in ZReduce)
~Steve
In a message dated 97-11-07 12:30:09 EST, you write:
>
> File: Unknown (2177 bytes)
> DL Time (TCP/IP): < 1 minute
>
> for the sprites, an XOR routine tends to work wonders. not very pretty,
but
> at least it works.
> Christopher Kalos
> raptorone@stuytech.com> Executive Director/Administrator
> Virtual Technologies Developer's Group
>
>
> ----------
> From: Ahmed El-Helw[SMTP:ahmed3@worldnet.att.net]
> Sent: Thursday, November 06, 1997 6:13 PM
> To: assembly-86@lists.ticalc.org
> Subject: A86: Two Questions
>
> Hello,
> Well, as you guys know, I am working on DuckHunt, but I had two
questions,
> and they are vitally important to the release [Very Soon, I think].
> Anyway, any help is appreciated, and I'll remember to add credit in my
> Readme...
>
> 1. I have a BackGround Picture for the gamescreen... How do I keep the
> sprites that move on it from overrighting what is already there? Or
should
> I just take them out ?
>
> 2. What is the quickest way to display a variable [ex. (score)] ? Or how
> do you display hl or op1 or a?
>
> Thank You
>
> -Ahmed
>