Спрайты

Методы отображения и обработки спрайтов.

Articles (61)

Info Guide #13 01 April 2021
Joint #01 31 January 2006
Artique - a pseudo-tutorial on drawing ascii pseudo-graphics.
Book #01 05 February 2003
Bred #01 30 September 2002
DonNews #16 22 March 2002
GFX'y - ... very funny, even information came from MICK-but from the DPL.
ACNews #05 04 September 2001
Question - one of the simplest methods of inserting the sprites in the text.
Deja Vu #0A 30 September 2000
Adventurer #11 31 July 2000
Exchange of experience - Game Making 2: The various methods for deriving sprites (based on the game Full Shit).
ZX Pilot #36 11 March 2000
Coding - the procedure "conversion of addresses in the display area" and "conversion of pixel rows from the bottom up."
IzhNews #02 03 January 2000
Coder - rather prostyatsky and not the optimal method for deriving the sprite on the screen.
Codemania #01 31 December 1999
Deja Vu #09 13 November 1999
Coding - fast print 2x2 sprite familiarity, up to familiarity.
Plutonium #14 01 November 1999
IzhNews #04 17 October 1999
ZX Pilot #34 20 July 1999
DIY - panels of various UDG characters.
Miracle #03 16 July 1999
kodit Who's there? - Quick graphics: a few recipes from Zetter'a (print sprites, update the screen).
RUSH #01 29 May 1999
Spectrum programming - Mirroring bytes and restoration of the background buffer.
Spectrum programming - Modern methods of coding and modern ways of working with graphics.
Odyssey paper #06 25 February 1999
Quickly - the fastest procedure for calculating the addresses of the screen to the coordinates and the fastest procedure press the point.
Nicron #105 13 December 1998
Programming - support operations in deriving spraytav area of the display memory.
Deja Vu #06 30 September 1998
CODING - Lessons from the encoder: Generilka balls.
Nicron #98 23 July 1998
Programming - the withdrawal of sprites. continued and answers to questions
Nicron #97 16 July 1998
Programming - the withdrawal of sprites.
Amazing #02 14 July 1998
Assembler - talk about a necessary procedure as the derivation of the sprite.
Deja Vu #05 31 May 1998
CODING - Kodit want - Inference Procedure sprites without attributes, quick and versatile procedure for the withdrawal of sprites, the procedure for multiplication and calculate the square root.
X-Files #02 31 March 1998
Programming - The effect of "Flying sprite.
Deja Vu #04 31 March 1998
CODING - The rotation of sprites.
Aspect #07 07 March 1998
Programming - Arrow.
ZX Club #07 28 February 1998
Coding - technology and algorithms demomeykinga: rapid withdrawal schedules through the stack.
Aspect #06 10 February 1998
Programming - Corrected procedure MAKE OUT.
Aspect #04 18 January 1998
Programming - Displays a sprite on the screen. Conclusion on the virtual screen.
Deja Vu #03 31 December 1997
Coding - New procedures for 1940: the shift of the attributes of the left and right, up and down, shift by one character to the left and right, up and down, shift by one pixel to the left and right, up and down; Merge images, inverting the screen, inverting the symbol vertically or horizontally; rotation symbol clockwise change attribute, change attributes.
ZX Power #03 31 December 1997
Likbez - Automatic creation of masks for sprites.
ZX Forum #04 19 November 1997
Technology sprites - Part 1: Introduction.
Technology sprites - Part 2: The hunt for sprites (search and pulling).
Technology sprites - Part 3: Format of sprites.
Technology sprites - Part 4: Format of sprites with a mask.
Technology sprites - Part 5: Structure sprite blocks (both co-exist in memory sprite and mask, what data to help us quickly find the address of the sprite in memory, and much more.)
Technology sprites - Part 6: preparation of data for publication.
Technology sprites - Part 8: Printing sprites (coordinates are given in familiarity).
Technology sprites - Part 9: Printing sprites (coordinates given in pixels).
Technology sprites - Part 10: a review of programs to work with sprites and graphics.
ZX Review #7-8-9-10 08 November 1997
Studies - sprite scroller. Procedure display screen.
ZX Review #5-6 04 November 1997
Retro - 40 best procedures: Merge images, rotation of the symbol clockwise Inverting character, changing the attribute, fill circuit construction templates (Dzh.Hardman, E. Hyuzon.).
Studies - The procedure for turning the symbol 90 degrees clockwise.
Depth #01 14 October 1997
Body #0B 24 September 1997
PUSH HL - Rapid procedure for deriving the point.
Buzz #10 16 September 1997
Assmbler - A beautiful effect "Burning sprite.
Amiga News #01 31 August 1997
Mask #00 12 August 1997
Mask #00 11 August 1997
ZX Review #3-4 22 July 1997
Forum - Dmitry Fyodorov: Print images with a mask with pixel precision. Algorithm for calculating the address coordinates to within a pixel.
Body #07 25 June 1997
PUSH HL - The procedure for the withdrawal point.
ZX-News #09 15 October 1996
Contest - Competition for the best procedure for printing the sprite, is held in categories: color sprite and black and white.
Spectrofon #19 31 March 1996
System - "quick chart" for novice programmers.
Speccy #02 31 October 1995
Programming - Universal program I / O sprites.
Outlet #1-3 01 January 1987