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'