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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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