A86: Re: Drawing a sprite


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A86: Re: Drawing a sprite




Video memory is (normally, unless you change it) located at $fc00.  Each bit
stands coresponds to a pixel on the screen.  To draw your sprite, you need
to write a routine known as a "putsprite" routine.  This routine calculates
the offset in video ram to start at (sometimes accomplished with a
"findpixel" routine) then reads all the data for the sprite, shifts it to
make up the correct bytes for video ram, then copies it there.

It is a very good learning experience to write a putsprite routine yourself.
However, if you just want to jump into the code and starting writting games,
I'd suggest going to 86 Central and checking out the two sprite sections.
There are several routines you can steal for your program if you want.  BTW,
that super fast GridPutSprite was by Dan Eble.  I found it where he
originally posted it to the list back in September 1997.  (let me tell you
how much fun it is to download ~1100 html files)

--
David Phillips <electrum@tfs.net>
ICQ: 13811951
AOL/AIM: Electrum32
86 Central: http://www.tfs.net/~electrum/

-----Original Message-----
From: Jeanne9005@aol.com <Jeanne9005@aol.com>
To: assembly-86@lists.ticalc.org <assembly-86@lists.ticalc.org>
Date: Wednesday, December 16, 1998 4:36 PM
Subject: A86: Drawing a sprite


>
>I understand that I have to use all the .dbs and such, but how do I draw a
>sprite and actually incorporate it into the code?
>
>Glen Solsberry
>www.geocities.com/Area51/Orion/5990