Re: A83: ASM Help


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Re: A83: ASM Help




call graphcopy_v or something like that is somewhere in your code. Put it
after you redraw the sprite only, not with the routine or after every time
you call the routine. You should have it only once in the main loop
actually.

Joe Wingbermuehle
http://www.usmo.com/~joewing/

-----Original Message-----
From: Gary Hanson <ghanson@bellsouth.net>
To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
Date: Wednesday, October 28, 1998 9:16 PM
Subject: Re: A83: ASM Help


>
>i just use movax's sprite routine so i don't know what u r talkin bout
>
>Joe Wingbermuehle wrote:
>
>> Don't call the buffer copy routine so often, or use a faster buffer copy
>> routine. Never call a buffer copy routine when you're sprite is off!
That's
>> probably what you're doing.... You won't see flicker if you don't copy
the
>> buffer when the sprite is off.
>>
>> Joe Wingbermuehle
>> http://www.usmo.com/~joewing/
>>
>> -----Original Message-----
>> From: Gary Hanson <ghanson@bellsouth.net>
>> To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
>> Date: Wednesday, October 28, 1998 9:06 PM
>> Subject: Re: A83: ASM Help
>>
>> >
>> >well i know it doesn't flicker when i mover it slow but what if my
program
>> >depends on a sprite running around all the time??
>> >
>> >David Phillips wrote:
>> >
>> >> Flicker is caused by two things:  slow erase/move/draw cycle and the
slow
>> >> lcd refresh rate.  There is nothing you can do about the lcd being
slow,
>> >> besides not trying to move graphics too fast.  The other thing that
>> causes
>> >> flicker is waiting too long after you erase the sprite to redraw it.
The
>> >> basic setup for sprites is to erase them, compute their new positions,
>> then
>> >> redraw all of them.  If too much time passes after they are erased
before
>> >> they are redrawn, the user will perceive that as flicker.
>> >>
>> >> However, because the 83 uses a display controller and not a memory
mapped
>> >> display, there should not be any flicker caused by this, because it
>> should
>> >> only be dumped to the display controller after the sprites have been
>> >> completely erased and redrawn.  You are probably just moving a sprite
too
>> >> fast, as usually happens on your first sprite program where all you do
is
>> >> move a sprite around the screen.  Waiting longer in between frames
should
>> >> solve your problem.
>> >>
>> >> -----Original Message-----
>> >> From: Gary Hanson <ghanson@bellsouth.net>
>> >> To: assembly-83@lists.ticalc.org <assembly-83@lists.ticalc.org>
>> >> Date: Wednesday, October 28, 1998 8:45 PM
>> >> Subject: Re: A83: ASM Help
>> >>
>> >> >
>> >> >no im talkin about when its moving across the screen and it still
blinks
>> >> even when i
>> >> >make it move 2 pixels at a time
>> >> >Olle Hedman wrote:
>> >> >
>> >> >> The reson why it blinks when you hold down a key is not the
>> >> spriteroutine.. its
>> >> >> in your codeing..  I assume now that you mean it is blinking when
you
>> >> hold down
>> >> >> a key, and the sprite isnt moving.. (like its at the edge of the
>> screen
>> >> >> or such..) the way to solve this is to never erase a sprite unless
you
>> >> are going
>> >> >> to move it.. i you do..  it will flicker.. I mean..  when its at
the
>> >> edge, not
>> >> >> only skip the changeing of spriteposition.. also skip the updating
of
>> the
>> >> >> sprite..
>> >> >>
>> >> >> /Olle Hedman - alh
>> >> >>
>> >> >> Gary Hanson wrote:
>> >> >> >
>> >> >> > i already know some basic Assembly for the ti-83 from a help file
i
>> >> >> > downloaded but i wanna find out about better stuff like stuff
used
>> to
>> >> >> > program pacman for sos and how to set it up to make levels with
>> numbers
>> >> >> > and stuff where can i find out about this plz help i am stuck on
a
>> game
>> >> >> >
>> >> >> > also does anyone have a sprite routine that doesn't blink when u
>> hold
>> >> >> > down a key (movax's)
>> >> >> > help!
>> >> >> > felix
>> >> >
>> >> >
>> >
>> >
>> >
>
>
>


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