Subject: RE: [stella] FlipDraw... From: "Fred Quimby" <c9r@xxxxxxxxxxx> Date: Thu, 11 Aug 2005 22:06:04 -0400 |
More comments about Flipdraw and why it's nice: 1. You do not need to set a pointer every time you move your sprite. Actually, you only need to set it once. 2. Graphics data need not be aligned carefully - no more worries about wrapping page boundaries for the whole vertical range of the sprite. As long as the graphics data itself doesn't cross a page boundary, it will work. 3. If you aren't animating your sprites, I think you could use absolute indexed addressing for your sprite data and save a cycle and two bytes of RAM. >FWIW, the Alpha 0.1 and 0.2 bB kernel uses this too, mostly because of the >pointer setup thing. However, I will probably use a kernel rewritten with >skip/switchdraw to get more on the screen, but I'm not looking forward to >the pointer setup stuff. Actually, I haven't figured out how to setup the >pointers at all yet... > > >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 > >Archives (includes files) at >http://www.biglist.com/lists/stella/archives/ > >Unsub & more at http://stella.biglist.com > > > > >Archives (includes files) at http://www.biglist.com/lists/stella/archives/ >Unsub & more at http://stella.biglist.com > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://stella.biglist.com
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