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Forums > C64 Coding > clipping sprites
2010-06-01 11:06
Iapetus/Algarbi/Wood

Registered: Dec 2004
Posts: 71
clipping sprites

Hi

I am coding a game with a screen of 24 columns horizontaly, and one of the sprites might leave that window and I need to to clip it, I thought of using a black sprite to cover the other one, but unfortunately can't waste a sprite for that. Also I thought of creating new frames for the sprite to simulate that but that would inflate the number of frames a lot. Is there another way?

Thanx
 
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2010-06-02 12:17
Oswald

Registered: Apr 2002
Posts: 5094
24 columns horizontally, now aint that fullscreen minus last row ? where on raster irq solves the problem: change sprite pointer to an empty sprite.
2010-06-02 12:20
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: 24 columns horizontally, now aint that fullscreen minus last row ? where on raster irq solves the problem: change sprite pointer to an empty sprite.

"24 columns horizontally" is like WTF! Either u have columns or rows, period.
2010-06-03 08:31
WVL

Registered: Mar 2002
Posts: 902
As a sidenote..

Are diagonal kefrens the same as horizontal columns or more like vertical rows?
2010-06-03 08:39
Steppe

Registered: Jan 2002
Posts: 1510
That depends on the angle. ;-)
2010-06-03 08:56
enthusi

Registered: May 2004
Posts: 677
Quote: That depends on the angle. ;-)

That's probably what makes proper roto-zooms so tough ;-)
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