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... :) > >