8x8 sprite function
8x8 sprite function
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
8x8 sprite function
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)
(same url)
8x8 sprite function
another version, bugfix.
(was shifting 255 times when Y was zero ....)
(was shifting 255 times when Y was zero ....)
8x8 sprite function
sure we do ^^ leet !!
8x8 sprite function
What about masking ? If you do that too, I am sure everyone will use your routine
8x8 sprite function
ok, same url, 8x8 sprite Masked ! with double buffer example, full source included, happy deving