I'll be honest with you, I thought that doing eight pixels at a time was just some sort of "optimized" way of drawing the sprites. I didn't think Sega would be that crazy... (two transparent colours? Abritary end of scanline markers?)
I tried again, combining the three programs into one and taking your advice. It was (almost) right, bar massive empty spaces between some scanlines, so I introduced a check at the beginning of the drawing loop:-
Code:
if (*pPtrIn == 0x000000F0 && usX == 0) { printf("Missing blank scanline\n"); pPtrIn++; continue; }
Works perfectly now!
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