From: luke AT metalworks DOT prestel DOT co DOT uk (Luke Steele) Newsgroups: comp.os.msdos.djgpp,rec.games.programmer Subject: How to program compiled sprites? Date: Tue, 21 Jan 1997 23:13:25 GMT Organization: [not set] Lines: 16 Message-ID: <32e54b6d.501326@news.prestel.co.uk> Reply-To: luke AT metalworks DOT prestel DOT co DOT uk NNTP-Posting-Host: n71i076.c2r4.pol.co.uk To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Hi, I recently obtained the Allegro, the graphics programming library for DJGPP. One of the test programs that comes with it demonstrates 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? Thanks in advance for any explanations! -- Luke Steele luke AT metalworks DOT prestel DOT co DOT uk