> Whodecided to allow scaled bkgs to only access 256 tiles,
> goddamit. Such fun caching tiles for different map areas - I want
> colourful shit!
So why not use bitmap BG for rotation/scaling, instead of tiles?
Cheers
A
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----- Original Message -----
From: "Alex Amsel" <gba@...>
To: <gbadev@yahoogroups.com>
Sent: Monday, April 02, 2001 12:00 AM
Subject: [gbadev] Sprites off & Mario Kart engines & Ch4
> On 1 Apr 2001, at 14:36, Tom Prosser said something like:
>
> > No, they're for rotation/scaling, but it looks like if you set
> > rotation dou= ble size mode without rotation/scaling switched on, it
> > turns the sprite off= . But N don't mention it anywhere, except for
> > the definition in the includ= e file as Mr. Amsel says...
>
> Amazing thing to miss in the manual really - I wondered if there
> was a reason for it but it seems to work (so far).
>
> As for working on a sunday, well after recent discussions I decided
> to spend the weekend writing a mario kart style engine, sprites
> an'all!
>
> Whodecided to allow scaled bkgs to only access 256 tiles,
> goddamit. Such fun caching tiles for different map areas - I want
> colourful shit!
>
> If any publishers out there want a mario kart engine done in a week
> - gfx engine, sprite engine, editor, sound drivers an'all, I'll do it for
a
> fiver ;) Got most of it up on our pc test bed, tho god knows if it'll
> work fast enough on the dev kit (don't see why not!).
>
> Wonder how many billion driving games there are gonna be.
>
> Think I'll write tetris next, noone else could be doing one :)
>
> PS Anyone else UK based notice Channel 4's history of computer
> games last night?
>
>
> Alex Amsel (#irc sillytuna)
> Tuna Technologies Ltd (Sheffield)
> PC/Console Game and Tools Development
> Tel: +44 (0)114 266 2211 Mob: +44(0)7771 524 632
>
>
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