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Piero Bosio Social Web Site Personale Logo Fediverso

Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone
yth@mstdn.socialundefined

/c64/youth.sid

@yth@mstdn.social
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  • OK, I gotta hand it to CoPilot.
    yth@mstdn.socialundefined yth@mstdn.social

    @swelljoe There’s no real connection between the amount of visible sprites (8) and the amount of “sprites” (graphic data) in memory that you can use for animation frames. So having 8 sprites in that screen feels quite arbitrary.

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  • OK, I gotta hand it to CoPilot.
    yth@mstdn.socialundefined yth@mstdn.social

    @swelljoe Use lookup tables. Wanting to increase the sprite pointer sounds like premature optimisation

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  • OK, I gotta hand it to CoPilot.
    yth@mstdn.socialundefined yth@mstdn.social

    @swelljoe @maxoakland I would say flipping bytes at runtime to save memory space is a poor trade-off. It will take too much cpu. There won’t be glitches as long as you don’t update stuff while it is being drawn, so do it while the beam is not on the sprite. You could create flipped copies at init time to save loading time and disk space.

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