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SMurf
MAME Fan
Reged: 05/08/11
Posts: 3
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Re: Sega System 16b Sprites (e.g. Out Run)
05/17/11 01:36 AM


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!







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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