[A83] Re: Tilemap
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[A83] Re: Tilemap
Never said it was efficient ;-)
>
> Looks like another one of them ionPutSprite tilemap routines, like the one I
> started out with before switching to TCPA's tilemap routine. It would be a
> lot better to use a clipped sprite routine, then change the origin by pixels
> as well as tiles.
definitly...
> Just looking at some code:
> ld a,(xxxx)
> ld d,0
> ld e,a
> add hl,de
>
> REPLACEMENT:
> ld de,(xxxx)
> ld d,0
> add hl,de
www.crappycodersguild.cjb.net ;-)
--Peter-Martijn
>
> >From: Peter-Martijn Kuipers <hyper@hysoft-automation.com>
> >Reply-To: assembly-83@lists.ticalc.org
> >To: assembly-83@lists.ticalc.org
> >Subject: [A83] Re: Tilemap
> >Date: Sat, 13 Oct 2001 20:38:47 +0200 (CEST)
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> >In-Reply-To: <a1.1c923b86.28f77c0f@aol.com> from "Darkfire139@aol.com" at
> >Oct 11, 2001 06:49:51 PM
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> >
> >Okay, since it was a good excercise... I put it into work...
> >http://ticalc.hbyte.net/lib/tiles.z80
> >(didn't think I could do a tilemap routine, but it was quite easy once you
> >get the idea on how to do it...)
> >
> >
> >
> >--Peter-Martijn Kuipers
> >
> >
> > > Could you write that in an actual routine? That would be great.
> > >
> > > Thanks
> > > darkfire139@aol.com
> > >
> > >
> > >
> >
> >
> >
>
>
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