Subject: RE: [stella] Ms. Pac Man, Mr. Do, striped playfields, and one-line kernels From: "Lee Fastenau" <stella@xxxxxxxxxxxxxxx> Date: Thu, 2 Sep 2004 08:02:52 -0500 |
> Did you try aligning your sprites at an offset the same as the kernel > height and using y as a scan line counter? I had a revelation this morning before I got Thomas's e-mail (where several other revelations took place). Basically, I had enough free cycles to build a "skipdraw hybrid" that would allow me to cut my sprite ROM in half. I was starting to code, but then I received Mr. Jentzsch's message that illustrated how I could shuffle my kernel around to give me enough cycles for a full-on skipdraw. But yes, I think your idea would have worked as a compromise had I been short on cycles. The sprite data would have looked like this: ballShape ds.b 1 ; Eraser (so last byte of sprite doesn't repeat down screen) dc.b %00001000 ; Ball dc.b %00010100 dc.b %00011000 dc.b %00011100 dc.b %00011100 dc.b %00001000 ds.b 122 ; Padding Basically, I would check to see if x was positive. If so decrease it and display sprite, else skip. Simple! > Take care, > Dennis Thanks, -Lee
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