I've gone with compiled sprites, and decided to ignore sub-byte
masking, at least for now. That gave me 18 or 19 sprites until I wrote
code to erase them afterwards, which cuts it to a measly 3. Suffice to
say, I'm going to look into other approaches for that step; it's
taking something like 6.5 times as long as drawing them in the first
place.

Anyway: http://www.clocksignal.com/dropbox/scroller-with-three-sprites.dsk

On 19/05/2012, da...@properbastard.co.uk <da...@properbastard.co.uk> wrote:
> Quoting Balor Price <toberm...@cookingcircle.co.uk>:
>
>> Aha you flatter me I'm not /that/ old :)  (okay I'm 36)  Yes indeed
>> it is Splitting Images - it's another puzzler without any huge
>> technical challenges, so I know I'm working within my comfort zone.
>> I hadn't planned on making any changes with the personalities, but
>> there are a couple of people who aren't immediately obvious, the
>> speccy's version of Mick Jagger was terrible!
>>
>> I'd agree with Si on this one - unless you totally optimise each
>> sprite you aren't looking at many.  But there's masses of memory in
>> the SAM so unless you're doing it to squash into memory-resident
>> megademo, why not use that memory?  There's often a direct trade-off
>> of memory-for-speed (eg unrolling loops, making several specialised
>> copies of routines) so go for it.
>>
>> Howard
>
>
> Besides - if you needed to - it's always perhaps possible to load a
> few random ones from disk... :)
>
>

Reply via email to