Re: A89: Re: dux's sprite routine
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Re: A89: Re: dux's sprite routine
yeah, I can fix it. but first is it a bug with negative x or y
coordinate? I think there might have also a problem with the
background storage during clipping.
>
> Actually, I didn't fix anything - but I never found anything
serious. The
> only bug I know of is that if you try to place the sprite at a
negative
> coordinate, it really places the sprite at (mod(coord,16)). That's
why
> pokemon has my wacky scrolling. Dux, if you DO know how to fix it,
please
> please please please DO IT! Right now you can find the routine
included
> with CCiA's Sprite Editor at http://ccia.calc.org =)
>
> >yeah, it had a couple of bugs though with clipping that I found,
and I
> >only bothered to fix the bugs in the 8x8 version and now don't even
> >remember what exactly the bugs were. I think scott novec (sp?)
fixed
> >the bugs though, so he might be able to give it to you if he wants
:-)
> >
> >>
> >> Dux, didn't you have a sprite routine for 68k asm which
supported16x16
> and
> >> greyscale? Can you post this or the url where this can be
found?>>
>
>
>
References: