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Old 04 December 2018, 23:48   #10
mcgeezer
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Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by ross View Post
Yes, your values are a bit 'strange', but I can be wrong, I make some test and report.
Probably wise I drop in the whole list then.

(or most of it)


Code:
; Initialise Normal Sprite DMA
	bsr	INIT_COPPER_SPRITES

; Wait for line 26
	move.l	#$1a01ff00,(a1)+
	;bsr	RESET_COPPER_SPRITES

; Upper sprite zone
	lea	COPPTR_HARDWARE_UPPER_SPRITE_0-data(a4),a3
	bsr	CREATE_COPPER_SPRITE_POINTERS

; Set display properties, modulo, bitplanes...
	move.l	a1,COPPTR_BPLCON-data(a4)
	move.w	#BPLCON0,(a1)+ 	; 0		; This is play area
	move.w	#$0000,(a1)+   	; 2		; 8 PLanes here
	move.w	#BPLCON1,(a1)+ 	; 4
	move.w	#0,(a1)+  	; 6
	move.w	#BPLCON2,(a1)+	; 8
	move.w	#$30,(a1)+	; 10
	move.w	#BPL1MOD,(a1)+	;
	move.w	#$9c,(a1)+	; a0
	move.w	#BPL2MOD,(a1)+	;
	move.w	#$9c,(a1)+	; a0

; Load Main Palette
	lea	PAL_RYGAR_FG,a0
	move.l	#$180,d2
	moveq	#32-1,d7
	
.main_pal:
	move.l	#$01060c00,(a1)+
	move.w	d2,(a1)+
	move.w	(a0)+,(a1)+
	move.l	#$01060e00,(a1)+
	move.w	d2,(a1)+
	move.w	(a0)+,(a1)+
	addq.w	#2,d2
	dbf	d7,.main_pal
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