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Old 12 January 2015, 10:22   #21
phx
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That's true. And the moon will in fact be added, wandering at the top of the display, so it doesn't conflict with any tree sprites (or foreground objectes, when I decide to blit the trees) at the bottom.
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Old 12 July 2015, 18:15   #22
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A small question, which fits into this thread:

Assume the following sprite layout on the screen:
Code:
(Spr6)(Spr7)(Spr01)(Spr23)(Spr45)(Spr6)(Spr7)
There are no gaps between the sprites, i.e. one sprite every 16 pixels. Sprites 0..5 are attached. 5 bitplanes!

I don't want to put too much effort in it to find out that it doesn't work in the end. But I hope it should, shouldn't it?

As far as I understand I can write the new SPR6POS, SPR6DATA, SPR6DATB while (Spr7) and (Spr01) is displayed. Then I write SPR7POS, SPR7DATA, SPR7DATB during (Spr23) and (Spr45).

Is there an earliest or latest point where I can write SPRxPOS or SPRxDAT after or before a sprite is displayed?
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