Quote:
Originally Posted by ross
Yes, your values are a bit 'strange', but I can be wrong, I make some test and report.
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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