Re: A89: Quick Redraw?
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Re: A89: Quick Redraw?
In a message dated 11/30/98 8:36:32 PM Eastern Standard Time, BLoWh0Le@aol.com
writes:
> One way I tried to fix it was by having two sets of vars for the ballx and
> bally. The first set was the real ball and the second was the coordinates
> in
> the previous cycle. Then I drew the ball at the real coordinates and
erased
> it at the other. For the paddles, I drew/erased a line at each end of the
> paddle according to what direction the paddle was moving. Thus if you move
> up
> one pixel, I draw one line at the top and erase the line at the bottom.
The
> only problem this way was that It created uneven slowdown, and the
> improvement
> of screen flickering was nonexistent.
>
> Does anyone have any suggestions?
oooh! l got one. l'm still looking for an asm tutorial, but l know how to do
this:
when you make your paddle sprite, l'm guessing it might look something like
this:
11
11
11
11
or whatever. But make the paddle sprite like this:
00
11
11
11
11
00
and it will clear those pixels where the 00's are.
For the Ball, instead of maybe having a sprite like this:
11
11
(l haven't played the game, l'm just guessing)
Do this:
0000
0110
0110
0000
And the 0's will clear the pixel next to it