hmmmm,
I will wait and see how things go now i have your findline routine, i
do not want to have to create THAT many sprites.
I currently have 8 sprites and intend to add at least another 4, that
would be 12*8 ! ow!
still it may come to that if i need the cycles lowered even more.
I am so used to creating extra code over extra data, but in the vms
world things seem to need to be the other way.
thanks again for your help/advice.
--- tyro@... wrote: > On 25 Jul 00, rednuht@...
(rednuht) wrote:
>
> > this is what i my sprite routine does (trys).
> >
> > 1: take Y coord for sprite and find correct offset to 1st byte of
> that
> > row in LCD memory. $80 + offset
> > 2: take the X coord and by dividing by 8 find how many bytes should
> be
> > added to the offset and the subtracting that value from the
> original X
> > coord get how mang Bits need to be shifted.
> > 3: shift the byte the correct number bits and as it is shifted take
> the
> > shifted bits into another location.
> > 4: output shifted data to the LCD memory.
>
> IMHO shifting a sprite image is way too time-consuming to be
> efficient.
> Better create eight different images, each showing the sprite one
> more
> pixel to the right, and then use step 2. to determine which of the
> eight
> images you have to copy to the LCD screen (that's also how I did it
> in
> "Pacman")...
>
> Also, don't forget to AND / OR the sprite data with the LCD
> background
> data (to blend out the bits where the sprite will be placed / keep
> the
> bits where the sprite won't be), otherwise movement over a background
>
> image might look a bit strange. ;)
>
> Bye
>
>
> Alessandro
> ---
> You get what anyone gets. You get a lifetime.
>
=====
Later ...
rednuht@...
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