Re: A83: sprite prob....(sorry if long)
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Re: A83: sprite prob....(sorry if long)
Hum... send me the code and I'll work on it if you haven't figured
it out by now. Im working on a RPG, but it uses 16x16 sprites. Not
going too bad so far.
Jimmy
BTW: He wouldn't post the tutorial if he didn't expect ppl to snip
parts out of it. I use it mainly for that purpose because they give me
a simple little base to start modifying to my needs.
---Cory Derenburger <cderenburger@hotmail.com> wrote:
>
>
> Ok, my code, I'm basically using James Mathews code for the TI
Mouse.
> What I did is the part that calls putmse I repeated that with
different
> sprite (easy enough) to make him walk. But my problem is that I made
> separate moveloops: for each direction he facelike this
>
> mooveloopup:
> call faceup (XOR routine calling the sprite that
> faces up)
> jp getkey (goes to get key routine)
>
> I did one for each direction and I call the same sprite for the
routine
> to keep it from leaving lots of shadows behind (like this 8 8 8 8 8
E)
> But when I change direction it doesn't call the previous sprite, but
a
> different one. This causes the part that isn't written over to leave
> streaks (hope that helps)
> I've written two other small programs so I feel pretty comfortable
with
> ASM (my fist language)
> Hopefully this doesn't upset James (too) much. But for a side note
the
> sprite is 8X12. Also anybody have a good delay routine that is small?
> Mine goes like this (mine all mine all mine)
>
> Delay1:
> call delay2
> call delay2
> call delay2
> Delay2:
> ect. to seven?
> Delay:
> push af
> inc hl
> dec hl
> pop af
> ret
>
> It gives a good 1/4 sec. it uses somwhere around 42 bytes. could use
> jp's but it reduces it 1 byte and makes it go lots faster (not good
for
> a delay prog)
>
>
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