Author Topic: Pokemon RPG: the forgotten quest  (Read 12083 times)

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Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #60 on: December 21, 2010, 09:00:03 am »
Ooh I see now. Direct memory storage. Seems like a nice trick if you want to use large sprites. Is it slower or faster?
i think same speed
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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #61 on: December 21, 2010, 03:45:25 pm »
Ah ok, well it's good if it's not too slow. It should make using large sprites much easier if used through a Sub() routine.
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Offline shmibs

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Re: Pokemon RPG: the forgotten quest
« Reply #62 on: December 21, 2010, 03:55:05 pm »
even if he's drawing in only 3 levels of gray he would still have to clear the back buffer area underneath the text-box so as to avoid having bits of gray show through inside the box.

oh, and it would be interesting to know which of those runs more quickly. i doubt they're exactly the same speed

Offline Runer112

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Re: Pokemon RPG: the forgotten quest
« Reply #63 on: December 21, 2010, 05:09:05 pm »
aeTIos, did you ever see the last post I made in your 24*24 sprites thread? If you're content with copying the sprite without clipping to byte boundaries on the buffer, then that's the most optimized code I could get. One code section is optimized for size, the other for speed.

Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #64 on: December 30, 2010, 06:13:56 am »
*bump*
its still going on.... but slowly
« Last Edit: December 30, 2010, 06:14:22 am by aeTIos »
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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #65 on: December 30, 2010, 11:13:46 pm »
Good to hear, and nice to see you back. :)
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