Programming the Commodore 64 againTrisect Retro Development, 24. mar. 2020 - 141 sider Learn to program a game in Commodore 64 Assembler step by step. Learn to create sprites, custom characterset, collision and much more. |
Almindelige termer og sætninger
Add with carry background collision offset Branch if equal byte variable carry value character set Clear carry flag color Commodore 64 Compare for joystick Compare with value data pointer data.asm DisablePlayer Divide PlayerXPosCal enemy 1 sprite Enemy1XPosition GameOver gosub goto Increment x register insert this code Isr Isr joystick input variable JoystickInput rts JSML label lda JoystickInput cmp lda PlayerXPosCal lda ScreenReaderTableHi,x Load from map Load from player Load player Load value Logical shift right main.asm map block ldx mapLoop3 memory address memory.asm menu map MSIGX pickedUp player visible player x position PlayerVisible PlayerXPosition adc poke position calculated variable position clc lda position variable Read joystick input register with value rts endregion region SavedXCol screen memory Set sprite SprBgColChar SprBgCollisionLo sprite background collision sta PlayerXPosCal Store in joystick Store in player Store in screen Store in sprite subrutines.asm value from sprite zero page
