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AuroraMSX

msx master
Berichten: 1248
Geplaatst: 08 September 2005, 13:25   
Quote:

ok, lets talk about a spritesplit first.

Tip: Spritesplit
If you are creating a spritesplit, you should keep the entries of the sprites which are displayed on the line of the split unchanged in both the pattern and the attribute table (or duplicate them if you change table addresses). This MUST be done, making a spritesplit will otherwise be a hard if not impossible job, which will certainly not work on every type of MSX. Oh, and remember, the spritedata is read one line BEFORE the actual display line. So if you change sprite tables on the split line, the first line with sprites will be one line lower.Thanks to Patriek Lesparre for the info.

this means that if we switch the spritetable address (with the new x value) at y=100
the sprites will have the new x value at y=99 allready.....

true?


The other way around I think. If I understand the above stanza correctly, the VDP reads the sprite info for line 100 when it is displaying line 99. So, if you change the sprite info on the HR between line 99 and 100, the first line to display the new info is line 101.

(Read "lower" as in "futher down the screen", not as in "having a lower Y-coordinate" )



ARTRAG
msx master
Berichten: 1685
Geplaatst: 08 September 2005, 13:29   
If AuroraMSX is corret, just invert r18 setting with the swap of the sprite tables
My idea could work as well
norakomi
msx professional
Berichten: 861
Geplaatst: 08 September 2005, 15:11   
great,

doesnt look too difficult.......
When I finished level1 I might start working with this................
 
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