A83: Re: Re: inverse sprite


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A83: Re: Re: inverse sprite




Yes.  Though you don't have to have an entire sprite.  In your putsprite
routine, you will probably have something like this:

ld a,(hl)    ; load source byte

Then you add something like this:

xor $ff      ; flip all the bits

-----Original Message-----
From: Miles Raymond <m_rayman@bigfoot.com>
To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
Date: Tuesday, November 03, 1998 7:24 PM
Subject: A83: Re: inverse sprite


>
>My guess is to XOR it with a sprite the same size, but containing all "1"s.
Such as:
>00000000
>00011000
>00011000
>00011000
>00011000
>00011000
>00011000
>00000000
>XOR
>11111111
>11111111
>11111111
>11111111
>11111111
>11111111
>11111111
>11111111
>And you should get the inverse sprite.
>
>-Miles Raymond
>
>-----Original Message-----
>From: Chris Hiszpanski <mecad@scv.net>
>To: assembly digest <assembly-83-digest@lists.ticalc.org>
>Date: Tuesday, November 03, 1998 6:48 PM
>Subject: A83: inverse sprite
>
>
>>How can I inverse a sprite? That mean if I have:
>>00000000
>>00011000
>>00011000
>>00011000
>>00011000
>>00011000
>>00011000
>>00000000
>>
>>how simple get:
>>
>>11111111
>>11100111
>>11100111
>>11100111
>>11100111
>>11100111
>>11100111
>>11111111
>>
>>James, maybe you could add this to your sprites section of your tutorial?
>>
>>From: Chris
>>mecad@scv.net