8x8 sprite function

PM development, programming, hacking and all that fun stuff.
Orion_

8x8 sprite function

Post by Orion_ » June 21st, 2004, 12:52

nah, Im not asking for one, I made one ;) 1hour of coding, but this is an unmasked sprite function :( intensive use of jdbnz and pushb/popb cos too few register and this shl/r crap that only shift of 1 per instruction :( If someone could test my rom on gc channel, it work on the debugger but I replaced a mul instruction by loooonng and sloooww shl/shr, here is the 2 version, with mul, and with shl. (no more precalc table this time, its useless) http://perso.wanadoo.fr/onori/yn/sprite.zip

Orion_

8x8 sprite function

Post by Orion_ » June 21st, 2004, 13:57

well, I just get my double buffering function working, so here is a new version in tiled mode with double buffering ;) (no more flickering while clearing screen I hope)
(same url)

Orion_

8x8 sprite function

Post by Orion_ » June 21st, 2004, 14:23

another version, bugfix.
(was shifting 255 times when Y was zero ....)

Orion_

8x8 sprite function

Post by Orion_ » June 21st, 2004, 23:48

nobody to test my rom ? :(

p0p
Team Pokémé
Posts: 84
Joined: May 9th, 2004, 20:22

8x8 sprite function

Post by p0p » June 22nd, 2004, 00:14

sure we do ^^ leet !!

Orion_

8x8 sprite function

Post by Orion_ » June 22nd, 2004, 12:06

so, does it work or not ? :)

Orion_

8x8 sprite function

Post by Orion_ » June 22nd, 2004, 18:39

it work ! :)

p0p
Team Pokémé
Posts: 84
Joined: May 9th, 2004, 20:22

8x8 sprite function

Post by p0p » June 23rd, 2004, 13:51

What about masking :) ? If you do that too, I am sure everyone will use your routine ;)

Orion_

8x8 sprite function

Post by Orion_ » June 24th, 2004, 13:34

ok, same url, 8x8 sprite Masked ! with double buffer example, full source included, happy deving ;)

PokeSlap

8x8 sprite function

Post by PokeSlap » June 26th, 2004, 22:52

Cool :)

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