Quote:
Originally Posted by mcgeezer
Edit - quick note. a1 and a3 point to different hardware sprite addresses so I can't use one address register as a base, it needs to be two.
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But the sprites data are not consecutive in memory?
EDIT:
Quote:
Originally Posted by mcgeezer
I'll now revisit the movem and see if I can get it faster.
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I have some doubt, because you are forced to a check per register to use the beq trick.. but you will let us know shortly