Quote:
Originally Posted by DanScott
The first thing you do is think "how do we flip the frames, so we only have to store half"
You could use the CPU... with a 64k word flip buffer
But how can we optimise the flip?
Well.. the solution is to take each frame, and only flip one half of it. So whichever way the character wants to face, you either flip the top half or the bottom half. This reduces your flip CPU cost to around 50%
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I'd also like to say that this is a beautifully sneaky solution. I simply *have* to have a little fiddle around with this...
Quote:
Originally Posted by DanScott
Of course, there is also a way to flip image data using the blitter in several passes. Again, we'd only need to flip the half of the sprite that needs flipping.
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At a guess, I think using the CPU would be the best option of the two? Given that the blitter could be drawing one fighter while the 020 chews on the flip for the other?
B