Re: A86: Super fast GridPutSprite


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Re: A86: Super fast GridPutSprite




Yes.  But some games use aligned sprites for stuff.  Like a sidescroller
might draw the screen the first time using aligned sprites then scroll it
after that.

Rom page 1 is not normally loaded into accessable memory when an asm program
is run.  I don't know the abs address, it's probably on TI's page.  But to
swap it into memory, you use the ports.  Why do you want to load it anyway?
You shouldn't be calling rom routines directly, as they will most likely
move in new rom versions.  Use the call table on page D.  Also, I think you
have to reload page D when your program exits, but maybe not.

 ld a,1        ; ROM page 1 (bit 6 reset for ROM, set for RAM)
 out (5),a     ; page 1 now loaded into $4000-$7FFF area
--or--
 out (6),a     ; page 1 now loaded into $8000-$BFFF area


What is DLoc?

-----Original Message-----
From: ComAsYuAre@aol.com <ComAsYuAre@aol.com>
To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
Date: Monday, November 02, 1998 4:28 PM
Subject: Re: A86: Super fast GridPutSprite


>
>In a message dated 11/2/98 5:01:06 PM Eastern Standard Time,
zoneti@home.com
>writes:
>
>> I know I sound stupid but, what is a aligned sprite routine? What
>>  advantages does a nonaligned routine have over it? Also, where is ROM
>>  page 1 located? Thanx. I'm starting work on a scrolling external level
>>  suported DLoc =)
>>
>>  -InFuZeD
>>
>
>an aligned sprite is one that fits entirely in a byte .  because the
routine
>involves no shifting, they tend to be much quicker.  however, nonaligned
>sprite routines can be placed anywhere on the screen, making them far more
>useful.


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