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Article #833Sprite basics
From: Baylor
Date: Fri, 21 Aug 1992 17:57
Date: Fri, 21 Aug 1992 17:57
27 lines
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1892 bytes
Say, anyone want to give me a quick explanation of how to do sprite animation? I actually have code out the wazoo, and yes i can and have broken it down (eight pages of pure assembler - yuch!) with highlighters underlines and all, but even though i can do it, it seems hard to describe in theory. So could someone just explain the basics like step one, find a way to do this, two do this kinda thing, etc? Also, i have quite a few sprite techniques/pages of code, and can't quite figure out if they're all similar or substantially different in most regards. Is there only one good way to do animation, or are there several different techniques? And for the non-IBMers, I would LOVE a description of how other platforms do graphics, specifically the amiga (i kinda know how to do the mac already) Oh yeah, my basic understanding so far - load image from disk (haven't found a good way to store and recall images though) and place into a virtual page (high stuff uses pointers but i don't see a way just to store this stuff in a pointer without actually putting the image on some of the screen memory). Then, when animating, check your index of images to see where this image is and copy it onto the visible region of the screen (ok, copy it to a page then make that the visible region - some people page flip back and forth, others use teh extra page(s) as scratch paper then move the whole screen over). And see, i never had to talk about byte aligning, bit masking or loading latches (try explaining that to an editor someday :( )
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Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu From: baylor@ccwf.cc.utexas.edu (Baylor) Newsgroups: rec.games.programmer Subject: Sprite basics Message-ID: <78178@ut-emx.uucp> Date: 21 Aug 92 17:57:24 GMT Sender: news@ut-emx.uucp Organization: The University of Texas at Austin, Austin TX Lines: 29