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Old 04 November 2019, 23:24   #7
DanScott
Lemon. / Core Design
 
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Join Date: Mar 2016
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Quote:
Originally Posted by geldo79 View Post
Ok. With "reducing the bob width" you mean reducing in terms of words? Thus, if a 64x64 bob is placed at x=310, only 10 pixels can be displayed, so that the last 3 words of the bob can be ignored, 10 pixels of the last word will be shown on the screen...6 pixels will be placed in the hidden extra word?
yes... so you just reduce the blitsize width, and increase the modulos of the source and dest blitter A,B,C & D pointers
by 2 for each word you want to reduce in size by.

As i mentioned, it's worth writing a bob clipping routing to handle arbitrary sizes of bobs, would take probably one or 2 evenings to get it fully working and optimised.. but then you have ARFL (a routine for life). It's a long time since I wrote one, as the ones I used in my games back in the early 1990's are long lost... but it is something that I need to look at soon anyway.

Last edited by DanScott; 04 November 2019 at 23:44.
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