@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.
/c64/youth.sid
@yth@mstdn.social
Posts
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OK, I gotta hand it to CoPilot. -
OK, I gotta hand it to CoPilot.@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.@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.