Difference between revisions of "Talk:Programming:Fast Sprites"

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m (Reverted edits by Gryzor (Talk); changed back to last version by Prodatron)
m (Reverted edits by Prodatron (Talk); changed back to last version by Gryzor)
 
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If you have enough memory, the fastest way to plot sprites is to use the "direct addressing" methode:
 
Here is a small example:
 
  
<pre>
 
LD HL,screen address
 
LD BC,#800+[most used byte]
 
LD DE,#C050
 
LD (HL),byte1:INC HL    ;plot line 1
 
LD (HL),byte2:INC HL
 
LD (HL),C
 
LD A,H:ADD B:LD H,A
 
JR NC,line2
 
ADD HL,DE
 
.line2
 
LD (HL),byte6:DEC HL    ;plot line 2
 
LD (HL),C    :DEC HL
 
LD (HL),byte4
 
LD A,H:ADD B:LD H,A
 
JR NC,line3
 
ADD HL,DE
 
.line3
 
LD A,(HL):AND #55:OR byte7:LD (HL),A:INC HL    ;plot line 3 (contains transparent areas)
 
LD (HL),byte8:INC HL
 
LD A,(HL):AND #AA:OR byte9:LD (HL),A
 
RET
 
</pre>
 
 
In mode 0 you will need two routines for every sprite, but I think there is no faster way to plot sprites on the CPC.
 

Latest revision as of 05:59, 7 May 2007