-----Original Message-----You still have to put a sprite for each block (it's not that slow ... really :-). You might want to consider writing a specialized sprite routine. For instance, if you don't have to put sprites between bytes of video memory (it sounds like you want sprites every 8 pixels), then you don't need a findpixel bitmask. Your specialized routine might input block type, row and col (row / col being every 8th pixel).
From: assets <assets@eden.rutgers.edu>
To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
Date: Thursday, September 10, 1998 3:11 PM
Subject: Re: A86: Maping a game with .db?Dave wrote:
Okay i have a pretty simple question (it seems as always) but lets say that i wantto have a map for a game, but instead of just making a huge title screen i want to make it so that i have "blocks" so to speak. In each block i could have a different picture displayed or the same one displayed. This way i would not have to call a sprite routine a hundred times and putsprite at b=2 c=1. If any one gets what i am talking about please help me out. I know that i have to define the bytes .db 01110011 and say evertime 1 appears show a block that is 8*8 but i don't really get how to use the defined bytes in this way. I am sure that this is what is commonly used in games, but i have not found info about it. Thanks for the help.Dave
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