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lda #2
sta RESMP0
sta RESMP1
lda #0
sta RESMP0
sta RESMP1
sta WSYNC
SLEEP 45
sta RESP0
sta RESP1
sta RESBL
Then Stella positions the missiles at the center of their players (right of the middle of the screen). While on my console they remain at the very left.
The text was updated successfully, but these errors were encountered:
@DirtyHairy I don't think this (from Andrew Towers' notes) is implemented yet, right?
The Missile-to-player reset is implemented by resetting the M0
counter when the P0 graphics scan counter is at %100 (in the middle
of drawing the player graphics) AND the main copy of P0 is being
drawn (ie the missile counter will not be reset when a subsequent
copy is drawn, if any). This second condition is generated from a
latch outputting [FSTOB] that is reset when the P0 counter wraps
around, and set when the START signal is decoded for a 'close',
'medium' or 'far' copy of P0.
When doing the following each frame:
Then Stella positions the missiles at the center of their players (right of the middle of the screen). While on my console they remain at the very left.
The text was updated successfully, but these errors were encountered: