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Mega Apocalypse.txt
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64 lines (44 loc) · 1.46 KB
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https://youtu.be/nbmgK4fMPtM
.C:becf AE EC BD LDX $BDEC
.C:bed2 BD 80 04 LDA $0480,X
.C:bed5 4A LSR A
.C:bed6 4A LSR A
.C:bed7 A8 TAY
.C:bed8 BD 80 04 LDA $0480,X
.C:bedb 79 D1 BF ADC $BFD1,Y
.C:bede 9D 80 04 STA $0480,X
.C:bee1 BD 80 02 LDA $0280,X
.C:bee4 79 D1 BF ADC $BFD1,Y
.C:bee7 9D 80 02 STA $0280,X
.C:beea BC 00 02 LDY $0200,X
.C:beed D9 6F BE CMP $BE6F,Y
.C:bef0 90 03 BCC $BEF5
.C:61cc A2 7F LDX #$7F
.C:61ce 8E EC BD STX $BDEC
.C:61d1 A9 40 LDA #$40
.C:61d3 9D 00 03 STA $0300,X
.C:61d6 A9 FF LDA #$FF
.C:61d8 9D 80 03 STA $0380,X
.C:61db CA DEX
.C:61dc 10 F3 BPL $61D1
break bf5e
Removes old star position, plots new star position
NMI vector at $21 for sample playback
Yes, stored into $d418 which is SID volume
$2c and $55 store sample data into volume
It has upper and lower nybble shifting for each sample byte
https://youtu.be/nbmgK4fMPtM
00:12 Introduction
00:24 Tape version
00:47 Cyberload turbo load
07:00 Making a single compressed file
10:38 Game ues a bitmap screen
11:20 Sprites usage, bullets and stars
12:04 Is this a large lookup table?
13:00 Matching stars motion with memory access
14:40 Experimenting to understand code logic
16:30 Looking at the stars update code
21:00 More stars in the title screen
22:00 Understanding the star draw logic
24:00 Very quick star remove and draw code
30:21 Sound sample memory and ode