8x8 sprite function

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

8x8 sprite function

Post by Orion_ »

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_ »

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_ »

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

8x8 sprite function

Post by Orion_ »

nobody to test my rom ? :(
p0p
Team Pokémé
Posts: 84
Joined: May 9th, 2004, 20:22

8x8 sprite function

Post by p0p »

sure we do ^^ leet !!
Orion_

8x8 sprite function

Post by Orion_ »

so, does it work or not ? :)
Orion_

8x8 sprite function

Post by Orion_ »

it work ! :)
p0p
Team Pokémé
Posts: 84
Joined: May 9th, 2004, 20:22

8x8 sprite function

Post by p0p »

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

8x8 sprite function

Post by Orion_ »

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

8x8 sprite function

Post by PokeSlap »

Cool :)
Post Reply