Quote:
Originally Posted by geldo79
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?
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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.