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how to convert sprite to ASM?
#9
It depends which version. There's one that uses 16 bit lines, because it uses 16 bit constructs (push and pop) to write to the screen, for example.

The one on here as "final slower version" for example, has an initialise setup of:

SUB fspInitialize (n as uByte, udgA as uByte, udgB as uByte, udgC as uByte, udgD as uByte,x as uByte,y as uByte) 'Initialize Sprite: n (sprite number 0-3);a,b,c,d (UDG number 0-20,99 means the sprite won't be printed)

That's not clear? It takes four locations in the user-definable graphics area, so clearly these should be defined as normal UDG's. You can repoint the UDG system variable to allow for initializing other graphics instead.
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