Picture
stx COLUBK ; ranbow effect on background
-Top8LinesWall
- sta WSYNC
- inx
- cpx #8 ; line 8?
- bne Top8LinesWall ; No? Another loop
-
- ; now we change the lines
- lda #%00010000 ; PF0 is mirrored <--- direction, low 4 bits ignored
- sta PF0
- lda #0
- sta PF1
- sta PF2
-
- ; again, we don't bother writing PF0-PF2 every scanline - they never change!
- ldy #0 ; load y with 0, we use y to count sprite tables
-MiddleLinesWall
- ; push y to save for later
lda #1 ; load an odd number into a
and FRAMECOUNT ; and it with framecount to see if even or odd frame count
; only do sprites on odd frames 0 == even 1 == odd
cmp NULL
beq SpriteDone
- ; sprite stuff
+ ; sprite stuff 192 scanlines
+SpriteStart
cpx SPR1Y
bcc SpriteReset
cpy #SPRITE1H
lda #0
sta GRP0
SpriteDone
+ sta WSYNC
+ inx
+ cpx #192
+ bne SpriteStart
+
+Top8LinesWall
+ sta WSYNC
+ inx
+ cpx #8 ; line 8?
+ bne Top8LinesWall ; No? Another loop
+
+ ; now we change the lines
+ lda #%00010000 ; PF0 is mirrored <--- direction, low 4 bits ignored
+ sta PF0
+ lda #0
+ sta PF1
+ sta PF2
+ ; again, we don't bother writing PF0-PF2 every scanline - they never change!
+ ldy #0 ; load y with 0, we use y to count sprite tables
+MiddleLinesWall
+ ; push y to save for later
sta WSYNC
inx