0 Members and 4 Guests are viewing this topic.
ld hl,gBuf exx ld hl,buf0 ld de,buf1 exx ld a,20hcolm: out (16),a inc a cp 2Ch ex af,af' ld b,40hrowm: ld a,(hl) exx or (hl) ex de,hl xor (hl) ex de,hl inc de inc hl exx inc hl out (17),a ;79 t-states is enough djnz rowm lcddelay() ex af,af' jr nz,colm res lcdupdate,(iy+asmflags) ret
Quote from: AlexisVieira on July 17, 2013, 08:22:19 amCan you port it to nspire?But... don't you have the GameBoy Color emu and the GameBoy Advance emu for the Nspire already ?
Can you port it to nspire?
The character sprite does actually have a walking animation, but it isn't very good and you can't easily see it.
Quote from: Xeda112358 on July 20, 2013, 09:09:40 pmThe character sprite does actually have a walking animation, but it isn't very good and you can't easily see it.Feel free to use those from Pokémon Monochrome if you want
How large are your actual Pokémon sprites? I was thinking of using 24x24. Your sprites look so good!
I would try to help with Pokémon Monochrome, but I am afraid that I won't be familiar with your style .__. But I might look through it to find optimisations (but it looks very fast already!).
I am going to try to use some of your tiles/sprites to see how it looks.