+atari2600land Posted October 26, 2012 Share Posted October 26, 2012 Suppose I have a code like so: guy_anim player1: %11000000 %10000000 %10000000 %11111111 %11111111 %11111111 end player0: %100000 %100000 %000000 %110000 %110000 end return t_2 player1: %11001100 %10010000 %10100000 %11111111 %11111111 %11111111 end player0: %011000 %100000 %000000 %110000 %110000 end return Would there be a way to use the player0pointerhi and lo to make it so I can only define the top line of player0 (and the bottom three lines of player1) since they're the only ones that change during the animation? I tried looking on RT's bB page but didn't see anything about the pointers in the index part. Maybe he should add some info about them. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted October 26, 2012 Share Posted October 26, 2012 This is not a complete answer in any way, shape or form. SeaGtGruff came up with a way to use RAM for a sprite. Also, a way to use data aligned to the very bottom of the ROM but that's kinda sketchy. It's at least something to search on. Quote Link to comment Share on other sites More sharing options...
RevEng Posted October 26, 2012 Share Posted October 26, 2012 theloon's answer is the only way to do it, so far as I can see. Manipulating the playerpointers will allow you to "scroll" through a sprites data, but not change some bytes in one position without changing others. Quote Link to comment Share on other sites More sharing options...
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