Quick output of a sprite with a mask in pixel coordinates.

ZXNet echo conference «code.zx»

From Evgeny Goljakov To Alexander Bondarenko 26 September 2002

Hello Alexander. Mon 30 Sep 02 Alexander Bondarenko -> All: AB> Folks, someone in the subject is faster than me (94 bars per AB> byte) did it go? More precisely the conditions, pls. Otherwise, LD (HL), A is also the output of a sprite. Probably on the screen and not a sprite, but one of the 8 sprites :) Thank you for your attention.

From Alexander Bondarenko To All 30 September 2002

*You will live long, All!* Folks, did anyone in the subject run faster than me (94 clock cycles per byte)? /That’s all, All, what follows is only the truth.../

From Alexander Bondarenko To Evgeny Goljakov 3 October 2002

*You will live long, Evgeny!* It was September 26, 2002, you gave birth to a whole footcloth for Alexander Bondarenko, about "Quick output of a sprite with a mask in pixel coordinates.". She me I’m intrigued, I’m sending a counter message. AB>> Folks, someone in the subject is faster than me (94 bars per AB>> byte) did it go? EG> More precisely the conditions, pls. EG> Because LD (HL), A is also a sprite output. EG> Probably on the screen and not a sprite, but one of 8 sprites :) In short, have you seen “ChV”? Unit withdrawal... For approximately the same purpose, the process is faster, but the hunt is faster, and the memory is under Unfolding sprites is a pity... /That’s all, Evgeny, what follows is only the truth.../

From Evgeny Goljakov To Alexander Bondarenko 4 October 2002

Hello Alexander. Thu 3 Oct 02 Alexander Bondarenko -> Evgeny Goljakov: AB>>> Folks, someone in the subject is faster than me (94 bars per AB>>> byte) did it go? AB> In short - have you seen "ChV"? Outputting units... I could have forgotten, but it was remembered there. And I don’t remember which ones conditions again. More specifically. AB> For approximately the same purpose, but the hunt is faster AB> but it’s a pity for the memory for expanding sprites... RLit during withdrawal is expensive. It's better to have a temporary buffer, where to 'push' only the currently necessary series sprites. So, for example, in Worms I have several command-characters, and only the walking one is 'spread apart'. Ideally, we would generally need dynamic memory allocation for everything 'pulsating'