Re: A86: NOT Question on tile maps :-)
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Re: A86: NOT Question on tile maps :-)
At 17:32 1999-01-28 -0600, you wrote:
>
>Hmm, that might work. You'd have to drop the lower 3 bits of the X coord.
>On that line, I wonder if it would be much faster to draw sprites if they
>were pre-shifted, then all drawn as 16 bit sprites. You could do it when
>the program starts and store them on ram page 1 or something, so they
>wouldn't take up extra room in the program.
IIRC, that was done in some games on only computers to speed things up...
But I don't think it's worth it on ticalcs as you can make fast sprite
routines anyway (with lookup shift tables for instance).
>Yeah, you're right. It's not about tilemaps =)
I changed the topic :)
//Jimmy Mårdell
E-mail: yarin@acc.umu.se
Homepage: http://www.acc.umu.se/~yarin/
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