From CPCWiki - THE Amstrad CPC encyclopedia!
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− | If you have enough memory, the fastest way to plot sprites is to use the "direct addressing" methode:
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− | Here is a small example:
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− | <pre>
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− | LD HL,screen address
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− | LD BC,#800+[most used byte]
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− | LD DE,#C050
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− | LD (HL),byte1:INC HL ;plot line 1
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− | LD (HL),byte2:INC HL
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− | LD (HL),C
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− | LD A,H:ADD B:LD H,A
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− | JR NC,line2
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− | ADD HL,DE
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− | .line2
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− | LD (HL),byte6:DEC HL ;plot line 2
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− | LD (HL),C :DEC HL
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− | LD (HL),byte4
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− | LD A,H:ADD B:LD H,A
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− | JR NC,line3
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− | ADD HL,DE
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− | .line3
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− | LD A,(HL):AND #55:OR byte7:LD (HL),A:INC HL ;plot line 3 (contains transparent areas)
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− | LD (HL),byte8:INC HL
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− | LD A,(HL):AND #AA:OR byte9:LD (HL),A
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− | RET
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− | </pre>
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− | 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.
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Latest revision as of 04:59, 7 May 2007