To counter this I'm willing to compromise on the single pixel precision and move to two pixel which immediately removes half of the sprite data.Īnother idea I have is to use the fact that the downward facing sprites are mirror images of the upward facing sprites. With 4 tanks I'm already up to 16k just for the tank sprites! I was hoping to have single pixel precision movement so I'd need an additional 3 copies of each sprite offset by an extra pixel each which gives 4k of sprite data per tank. There are 16 frames which makes 16*64 = 1024 bytes. Each sprite is 12-16 pixels wide and 12-16 pixels deep which works out at between 48 to 64 bytes each. I think I'm going to run into a major problem with memory. I was hoping to get some work done on this today but I've just been too busy with various jobs around the house and booking a table at Wakefield and erm playing Arcadians.
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