You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Since the memory cost of the compiled sprites is so high for the architecture, and yet this is the fastest shape animation I've ever seen on an Apple II (kudos to you!), I was thinking it would still be a boon for those creating tile-based or coarsely moving shapes to have compiled code that only draws on byte boundaries. Or 2-byte tile boundaries.
The speed is really very impressive, so this code base should be an option for anyone doing hi-res games.
The text was updated successfully, but these errors were encountered:
Thanks! Yah, I definitely think there would be a use-case for it. For all I know, there were commercial games that did it. It never comes up in the literature as a common technique for the 8-bit Apple II machines, but that certainly doesn't mean nobody ever did it.
Since the memory cost of the compiled sprites is so high for the architecture, and yet this is the fastest shape animation I've ever seen on an Apple II (kudos to you!), I was thinking it would still be a boon for those creating tile-based or coarsely moving shapes to have compiled code that only draws on byte boundaries. Or 2-byte tile boundaries.
The speed is really very impressive, so this code base should be an option for anyone doing hi-res games.
The text was updated successfully, but these errors were encountered: