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Mail Archives: djgpp/1997/01/22/15:09:25

From: e3222483 AT student DOT uq DOT edu DOT au (Diing-seng Toh)
Newsgroups: comp.os.msdos.djgpp,rec.games.programmer
Subject: Re: How to program compiled sprites?
Followup-To: comp.os.msdos.djgpp,rec.games.programmer
Date: 22 Jan 1997 12:49:07 GMT
Organization: University of Queensland
Lines: 52
Message-ID: <5c52c3$nrl$1@nargun.cc.uq.oz.au>
References: <32e54b6d DOT 501326 AT news DOT prestel DOT co DOT uk>
NNTP-Posting-Host: student.uq.edu.au
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Luke Steele (luke AT metalworks DOT prestel DOT co DOT uk) wrote:
: certain methods of sprite putting, including one called compiled
: sprites.  How does this work?  According to the documentation, the
: routine performs a number of immediate 'mov's, but I am unable to see
: how this could make things faster.  Surely, the time for an immediate
: 'mov' is 1 cycle, as is the time for each mov in a 'rep movsd'?  What
: is it that I'm not getting?


	yah... Compile sprite use machine code "Mov" and the immediate
values.  Ofcourse if you are going to copy a block of memory from a scr to
destination then, rep movsd is the fastest!  But what if you got a
transparentcy pixel involve!! then compile sprite or RLE encoding will be
much faster!!!

for exmpale: you have the following sprite to put into your game, and 0
mean transparent pixel!


0 0 0 0 56 23 12 0 0 0 5

only compile sprite can do this without doing any comparision(if
statement).. you can't do this with rep movsd!


hope this help!


-------------
cheers,

diing
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