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Phil Bennett
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Reged: 04/20/04
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Re: Sega System 16b Sprites (e.g. Out Run)
05/16/11 02:13 PM


You need to process 8 pixels per iteration of your drawing loop, so you should be reading 32-bits at a time from your interleaved file.

After drawing 8 pixels (treating those equal to 0 or 0xf as transparent), check the 7th; if it's equal to 0xf then you should start drawing on the next line.







Entire thread
Subject Posted by Posted on
* Sega System 16b Sprites (e.g. Out Run) SMurf 05/09/11 06:33 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) Phil Bennett  05/12/11 01:24 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) SMurf  05/15/11 11:36 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) Phil Bennett  05/16/11 02:13 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) SMurf  05/17/11 01:36 AM

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