--- In gbadev@yahoogroups.com, "miked0801" <katy.mike@v...> wrote:
> One other very big reason to double buffer is that it gives you
> time to compress/decompress the char/oam data of your sprites.
Either that, or cache decompressed cels in EWRAM.
> BTW, do to weird round off, when we rotate/scale a multi-part
> sprite around, the sprite tends to break up a little.
The GBA expects sprite coordinates on whole number pixel
boundaries. Try overlapping the parts of your multi-part
sprite by one pixel and seeing if the artifacts go away.
Or do as Super NES games did: improvise using a layer.
--
Damian