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Old 14 February 2021, 15:33   #14
mcgeezer
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Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by ross View Post
But the sprites data are not consecutive in memory?
Maybe I should have mentioned, I'm moving into hardware sprites which are 64 wide by 128 pixels in depth.

Here's how I allocate them.

Code:
SPRITE_BANK_SIZE:	equ	128

        move.l	#(SPRITE_BANK_SIZE*16)*16,d0		
	move.l	#MEMF_CHIP,d1
	bsr	agdAllocateResource
	tst.l	d0
	bmi	.error
	
	move.l	d0,a0
	move.l	(a0),d0
	
	move.l	d0,HDL_SPRITE_BUF0BANK0(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF0BANK1(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF0BANK2(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF0BANK3(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF0BANK4(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF0BANK5(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF0BANK6(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF0BANK7(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	
	move.l	d0,HDL_SPRITE_BUF1BANK0(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF1BANK1(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF1BANK2(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF1BANK3(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF1BANK4(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF1BANK5(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF1BANK6(a6)
	add.l	#(SPRITE_BANK_SIZE*16),d0
	move.l	d0,HDL_SPRITE_BUF1BANK7(a6)	
	bra.s	.exit
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