Subject: Aw: Re: [stella] Bit flip From: cybergoth@xxxxxxxx Date: Mon, 10 Sep 2001 11:06:05 +0200 (CEST) |
Hi Glenn! > To be more specific, I'm starting to think (getting ahead of myself, before > I even have a working kernel) of how to translate an X/Y coordinate of a > collision into a playfield bitmap RAM write. Because the playfield > registers are stored in alternating normal and reversed bit order I can't > just write directly. I need to potentially reverse the bit order before I > OR it with the proper RAM location. Now that is easy. Just have two tables with your 8 values, one increasingly sorted, one decreasing. For the flipped PF you'd just use the flipped table... Greetings, Manuel ----------------------------------------------------------------------- Keinen grünen Daumen? Individuelle Angebote zu Dachbegrünungen und Blumendekorationen. http://www.nexgo.de/c/pub/redir.php/yo6 ----------------------------------------------------------------------- - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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