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But what about right and left arrows ? cant use :0->I[xxx]->Pic0[xxx].the two sprites are the same!!While(xxx)I=I+1%8Pt-On(0,0,Pic0+I)End
[XXXX]->Str0[XXXX][XXXX][XXXX][XXXX][XXXX][XXXX][XXXX].8 frames for the arrow sprite.the first one is a simple arrow.the next one is the previous one shifted by one pixel.the next one is the previous one shifted by one pixel.etcWhile meh I++ Pt-Off(..,..,I^8*8+Str0)End
Is this what you mean ?if I = 0 , Pt-Off(,,Str0)if I = 1 , Pt-Off(,,Str0+8)if I = 2 , Pt-Off(,,Str0+16)you won't use 8 sprites for a single animation ! Must exist a better way ..
My ASM code will be faster than every Axe routine you can do for scrolling sprite, I recommend you to use it instead of doing the same thing in Axe, which will be heavier and slower.
cant manipulate bytezs with axe ? because to scroll , you just have to /2 or *2 and add the "neigbour byte"
rlc %10110101 ; % says that it's a binary numberyou get01101011
{E90D3}e7 or ({E90D3}*2}→{E90D3}
ld hl,$90D3rlc (hl)
E90D3Asm(CB06)