|Pitfall 2 Sound
||Sound code similar to Pitfall 2 but without special hardware. Needs some work to be useful in a game, but has potential.
Sounds best on a real Atari.
||A chart showing what HMOVE does when you execute it at odd times. This can help remove the black HMOVE lines or
allow farther movement than normal with HMPx registers.
|No Flicker 13 Char Text
||My 13 char text routine, optimized by Andrew Towers and Thomas. Displays 15 lines but will need conversion to indirect addressing for most applications.
|No Flicker 13 Char + 2 Text
||13 char routine with 2 more characters off to the side. Good for inventory/options/score screens. Displays 13 lines.
||This explains how VDEL works and how it was intended to be used.
||Explanation of Thomas's
kernal sprite routine. Note that the skipDraw branch will typically branch out of the kernel and then return to keep the cycles consistent.
|Multi-Sprite Trick Explained
||Explanation of the RESPn trick as found in Galaxian and used in Space Instigators.
3 Color Score
||By inverting the score digit graphics, fewer color writes are required and more colors are possible. This example wouldn't be
possible if you tried to rewrite COLUP0 and COLUP1 3 times on each line.
||Objects can easily be moved fractions of pixels using 16-bit position variables. Andrew explains it in this post.