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I'm working on a game in which I want to use 12x12 sprites, and I would REEEEEEEEEEALLY rather not have 48 wasted bits for every sprite, so I'm looking for an efficient method of displaying 12x12 sprites. If I knew how to access data from an Axe program, I'd just figure out a 12x12 routine using my small knowledge of ASM. Sadly, I don't know how to do that, so I can't. Any suggestions?Thanks!-Zippy DeeEdit: I know how I'd write one in Axe, I just don't know if it would be very optimal, so I guess that's really what I'm looking for: either an assembly routine or an optimized axe routine.
I could probably write a crude routine in assembly, but as I said I don't know how to access data defined within the Axe program.
Also, I don't really know how grayscale works in Axe. Which buffers do you use?