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Subject: [stella] FlipDraw... From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Thu, 11 Aug 2005 16:15:55 -0400 |
Hi there!
How about...
LDA #SPRITEHEIGHT
DCP spriteOffset
BCC FlipDraw
LDY spriteOffset
LDA (spritePtr),Y
Continue
STA GRP0
That's 2/3 cycles more than skip/switchdraw, but it neither requires a
line counter (save lotsa cycles here!) nor occupies a register.
I'm currently working on a 4LK with 2LK sprites, and this seems to be by
far the most elegant way to do that :-)
Also instead of the nightmarrish sprite/pointer setup for skip/switchdraw
it only requires a setup as simple as:
LDA spriteY
STA spriteOffset
SET_POINTER spritePtr, spritedata
Greetings,
Manuel
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