Re: A86: Question on tile maps
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Re: A86: Question on tile maps
>I believe the original reason I didn't use this method was that Sqrxz
>was first made for the 85, where this option would require an additonal
>1k free memory.
>
Yeah, us 86 users are spoiled with all of that extra ram ;-)
>Also, the sprite routine doesn't get that much slower...
Gosh, I hate to disagree with Jimmy Mardell, but I do. For a masked sprite
routine, there just aren't enough registers to shift both mask bytes, both
sprite bytes and both background bytes in one loop. To shift the background
bytes back into a single sprite would require adding a second re-shift loop
to the routine. It would also require another pointer like IY, though that
wouldn't be that big of a deal.
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