Re: A86: Tilemaps and Collision Detection


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Re: A86: Tilemaps and Collision Detection




If you have the memory, tripple buffering works quite nicely.

> > Also, before moving the coordinates be sure to erase the old sprite and
to
> > redraw it after updating the coords.
>
> Whats the best why to save a 8x8 area of the screen to a temporary space?
> I'm guessing adding the offset of your xy to $Fc00 and grabbing a byte
> then incrementing by $10 but I'm not sure =/





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