[Coco] Coco game engine demo

Luis Antoniosi (CoCoDemus) retrocanada76 at gmail.com
Mon Feb 4 11:20:13 EST 2013


lot of arcades with hardware sprites right ?, specially sprites on the
edges of the screen where the scroll is happening.

once you scroll all software sprites scrolls too. in order to update the
software sprite position first it must restore the old bounding box or
tiles beneath it and draw the sprite to the new position. But then comes
double buffering (otherwise it will blink) where the 2 pages are not in the
same scroll position, specially for games like super mario where the scroll
is ominidirectional.

On Sun, Feb 3, 2013 at 5:58 PM, Mark McDougall <msmcdoug at iinet.net.au>wrote:

> On 4/02/2013 2:07 AM, Luis Antoniosi (CoCoDemus) wrote:
>
>  but you have to rebuild all the tiles where a sprite is also, don't forget
>> about double buffering what would make it even more complex.
>>
>
> No, building a row in the tilemap simply means writing 16/32 bytes to the
> map to specify which tiles are displayed. You'd only need to do it every
> 16/32 pixel lines as you scroll. A lot of arcade games do this.
>
> Regards,
>
> --
> |              Mark McDougall                | "Electrical Engineers do it
> |  <http://members.iinet.net.au/~**msmcdoug<http://members.iinet.net.au/~msmcdoug>>
>   |   with less resistance!"
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