Re: [stella] VDELP problem

Subject: Re: [stella] VDELP problem
From: "Thomas Jentzsch" <tjentzsch@xxxxxx>
Date: Wed, 30 Jul 2003 12:32:58 +0200
Vlad wrote:
>  No, two y-positions reflect the upper and lower edges of the P0 sprite 
> (and so for P1 and BL too). I need to check if the sprite must be drawn 
> at the given scanline.

Oops, my fault. Anyway, that should make your kernel quite simple.

>  X-positions are set once at the frame start (I am out of free cycles for 
> repositioning - how to do it?). 

Depends on the structure of your kernel. Free repositioning of multiple 
objects inside the kernel is quite tricky and usually requires some 

> Only for the scanline counter, but not for the sprite line counter (as in Kirk 
Israel's tutorial). 

You *can* use the scanline counter for the sprites too, though that makes 
the code a bit more complicated. When you find my skipDraw descriptions you
will probably also find how that works.


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