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 compromises. > 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. Have?fun! Thomas _______________________________________________________ Thomas?Jentzsch?????????|?***?Every?bit?is?sacred?!?*** tjentzsch?at?web?dot?de?| ______________________________________________________________________________ Spam-Filter fuer alle - bester Spam-Schutz laut ComputerBild 15-03 WEB.DE FreeMail - Deutschlands beste E-Mail - http://s.web.de/?mc=021120 ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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