Talk:Programming:Fast Sprites
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Revision as of 04:57, 7 May 2007 by Prodatron (Talk | contribs) (Reverted edits by Gryzor (Talk); changed back to last version by Prodatron)
If you have enough memory, the fastest way to plot sprites is to use the "direct addressing" methode: Here is a small example:
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
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.