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Forums > C64 Coding > Charset animation problem
2007-10-14 10:39
Richard

Registered: Dec 2001
Posts: 621
Charset animation problem

Hi there.

I known how to animate a charset that contains 8 charsets. Which is something like this:

CHARANIM	INC ANIMPOINTER
			LDA ANIMPOINTER
			CMP #$08
			BNE ENDANIM
			LDA #$00
			STA ANIMPOINTER
			JSR ANIMATE
ENDANIM	RTS
ANIMATE	LDX #$00
WRAPCHR	LDA $0A00,X
			STA $0A40,X
			INX
			CPX #$08
			BNE WRAPCHR
			LDX #$00
WRAPCHR2	LDA $0A08,X
			STA $0A00,X
			INX
			CPX #$40
			BNE WRAPCHR2
			RTS



Easy eh? Unfortunately, I'm trying to animate a charset which somehow has a bigger animation. The animated chars are from $0910-$0a40. Please can you help me get an accurate animation for chars $0910-$0a40 (Putting $0a40 to $0910 and wrapping the frames for all the chars from that range :( ?
 
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2007-10-14 16:33
Krill

Registered: Apr 2002
Posts: 2980
Do you really need to display all animation phases at the same time? In other words, can't you just copy the current phase to one character once every frame?
2007-10-14 16:50
Conrad

Registered: Nov 2006
Posts: 849
Quote: Do you really need to display all animation phases at the same time? In other words, can't you just copy the current phase to one character once every frame?

That's what I thought he was trying to ask, which is why I wasted some time writing that routine I posted a few hours ago.

I think Richard is saying that he wants to view more than one char on the screen which use the same animation data.

But again!- that routine i posted could be used MULTIPLE times to write animation to different individual chars of any set/bank if you think about it. Modifications need to be applied of course.
2007-10-14 17:04
Richard

Registered: Dec 2001
Posts: 621
Thanks for your help :)

I'm probably better off using less than 39 chars because of too much rastertime being used :(
2007-10-14 20:21
Krill

Registered: Apr 2002
Posts: 2980
39 chars * 8 bytes * 8 cycles / 63 cycles = about 40 rasterlines. Does not sound much to me.
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