Started by Midnightas, December 24, 2018, 05:00:18 pm
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call SJQ_setgraphicsloop: ; Simple buffer cleaning, sets everything to 0. ld HL, (SJQ_curbuf) ld (HL), 0 ld DE, (SJQ_curbuf) inc DE ld BC, 320 * 240 - 1 ldir ; do some more drawing here. call SJQ_bufswapSJQ_setgraphics: ; Sets the palette. ld HL, SJQ_PALETTE ld DE, $E30200 ld BC, SJQ_PALETTE_END - SJQ_PALETTE ldir ; Enables 8bpp. ld A, $27 ld ($E30018), A ; Sets up double buffering. ld HL, vRam ld (mpLcdBase), HL ld hl, vRam + 320 * 240 ld (SJQ_curbuf), HL ld HL, mpLcdImsc ld (HL), 4 retSJQ_bufswap: ld HL, (SJQ_curbuf) ld DE, (mpLcdBase) ld (SJQ_curbuf), DE ld (mpLcdBase), HL_: ld HL, mpLcdIcr set 2, (HL) ld HL, mpLcdRis_: bit 2, (HL) jr Z, -_ ret
Quote from: Midnightas on December 30, 2018, 10:24:55 amSlight additional question, if I may, but if I wanted to add the ability to draw transparent sprites, I'm assuming I'll have to lose the ldir instruction?One way I see going about this is to use ldi in a loop instead (which checks if it's equal to some "transparent" value).
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