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Double posting isn't well looked upon on these forums. You should edit your post.
[FFFF000000000000]->Pic1[FFFFFFFFFFFFFFFF]->Pic2Data(Pic1,Pic2)->GDB1Pt-On(0, 0, {GDB1})Pt-On(10, 0, {GDB1+1})
[FFFF000000000000]→Pic1[FFFFFFFFFFFFFFFF]... Lots of sprites formatted like above and below[A5229EFF667DCB00].Draw sprite 0Pt-On(0,0,Pic1).Draw sprite 1Pt-On(10,0,8+Pic1).Draw sprite 8Pt-On(20,0,64+Pic1).Draw sprite N (0-indexed)Pt-On(30,0,N*8+Pic1)
.For this example, you have sprites at Pic1, L₁, and 64+L₁[FFFF000000000000]→Pic1Data(Pic1ʳ,L1ʳ,64+L1ʳ)→GDB1.Draw sprite 0Pt-On(0,0,{GDB1}ʳ).Draw sprite 1Pt-On(10,0,{2+GDB1}ʳ).Draw sprite N (0-indexed)Pt-On(20,0,{N*2+GDB1}ʳ)
Quote from: Qwerty.55 on November 30, 2010, 02:05:50 amDouble posting isn't well looked upon on these forums. You should edit your post.My apologies. Will do in the future.What I tried was:Code: [Select][FFFF000000000000]->Pic1[FFFFFFFFFFFFFFFF]->Pic2Data(Pic1,Pic2)->GDB1Pt-On(0, 0, {GDB1})Pt-On(10, 0, {GDB1+1})But {GDB1} and {GDB1+1} didn't seem to be pointers to Pic1 and Pic2.
Quote from: tehalynn on November 30, 2010, 02:07:39 amQuote from: Qwerty.55 on November 30, 2010, 02:05:50 amDouble posting isn't well looked upon on these forums. You should edit your post.My apologies. Will do in the future.What I tried was:Code: [Select][FFFF000000000000]->Pic1[FFFFFFFFFFFFFFFF]->Pic2Data(Pic1,Pic2)->GDB1Pt-On(0, 0, {GDB1})Pt-On(10, 0, {GDB1+1})But {GDB1} and {GDB1+1} didn't seem to be pointers to Pic1 and Pic2.That's because pointers are two-byte numbers. Use Data(Pic1r,Pic2r) instead of Data(Pic1,Pic2) and it should work. Remember to count in multiples of two when you're accessing it, though, since they're now stored two bytes each sprite.
[FFFF000000000000]→Pic1[FFFFFFFFFFFFFFFF]
Thanks everyone, that was very helpful.I think I should be able to get the sprites in contiguous memory. I like this method, because it makes it easy to see where sprites begin and end in the code.Code: [Select][FFFF000000000000]→Pic1[FFFFFFFFFFFFFFFF]It's good to also know the method for non-continiguous sprites too.
[FFFF000000000000→Pic1[FFFFFFFFFFFFFFFF]
Quote from: tehalynn on November 30, 2010, 01:41:25 pmThanks everyone, that was very helpful.I think I should be able to get the sprites in contiguous memory. I like this method, because it makes it easy to see where sprites begin and end in the code.Code: [Select][FFFF000000000000]→Pic1[FFFFFFFFFFFFFFFF]It's good to also know the method for non-continiguous sprites too.That code can be optimized, right?Code: [Select][FFFF000000000000→Pic1[FFFFFFFFFFFFFFFF]Not sure if it works in listed sprites, though
:3*(1+2→A