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Old 15 April 2018, 01:03   #22
ross
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Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,480
Quote:
Originally Posted by viddi View Post
Are the masks faulty in a way?
No, the masks are dynamically real time generated.
As you can see in message #12 sprites gfx is irregular (to save memory and make it works on 512KB Amigas) and you need a table to maintain all variable tile values.
"st emulator" is dumb and convert everytime everything on-screen and off-screen, background and sprites.
You never know if the blitter works for something really usefull (without visible enemies and main character freezed, blitter is anyway stormed by requests..).
This makes it difficult to understand when he is actually copying wrong parts in the main character's movements.
(well, I could make a complete resource of the code but I wanted to avoid it..)

Back on topic: aforementioned table is somewhere wrong for some frames, too much words are copied for the successive blitting and some garbage appear.
I managed to find some of the correct values but not all because I have to go practically groping.
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