X-Git-Url: http://4ch.mooo.com/gitweb/?p=16.git;a=blobdiff_plain;f=design.txt;h=6d265f0bab07ba1449abbb53143ddab050da88e6;hp=a7ff175facf2d5e489f701e4ac95e9076906444b;hb=b5ededfe58e26c2b8e012c7aeac95986b07bf81e;hpb=2177bf4b67192600b351abd549a43053162e3321 diff --git a/design.txt b/design.txt index a7ff175f..6d265f0b 100755 --- a/design.txt +++ b/design.txt @@ -57,3 +57,30 @@ be used to turn off stack checking, so no stack checking routines get called. 00:20:21 joncampbell123 | yes. │ 00:20:29 sparky4_derpy4 | scroll16 needs a bunch of work │ 00:20:29 joncampbell123 | the less you declare on the stack, the less stack the function needs. + + + + + + +[15:03] joncampbell123m Think of it this way +[15:03] joncampbell123m If something moves or changes frame +[15:04] joncampbell123m then a rectangular region around the sprite needs to be redrawn +[15:05] joncampbell123m So you collect update regions together +[15:06] joncampbell123m based on performance vs overlap +[15:06] joncampbell123m combine the rectangles together and redraw the screen they cover +[15:07] joncampbell123m the simplest way is to compute a rectangle that covers them all +[15:07] joncampbell123m then redraw that. +[15:08] joncampbell123m Then optimize the code from there how you handle it + + + + +screen set up 2 rendering screens lock together +1 scrolls the other one follow + +pointers from 2nd screen follows the 1st +size and dimentions and stuff are the same but addresses are different +data is different + +https://www.quora.com/How-such-smooth-scrolling-was-achieved-in-games-like-Super-Mario-and-Commander-Keen