the GBA stores sprite rotation HOW?
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Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 17-Nov-2024 15:48:09 JST Foone🏳️⚧️ -
Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 17-Nov-2024 15:49:23 JST Foone🏳️⚧️ so there's 128 sprites that start in RAM at 0x07000000, they're 6 bytes long, and the second sprite starts at 0x07000008
yeah they're 6 bytes long but stored every 8 bytes
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Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 17-Nov-2024 15:49:56 JST Foone🏳️⚧️ the 2 bytes between each object are the sprite rotation.
But they're not the sprite rotation for the sprite they're next to!
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Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 17-Nov-2024 15:51:59 JST Foone🏳️⚧️ instead, it takes a total of 32 bytes (4 sprites) to encode one single sprite rotation entry.
So the first rotation group is at 0x7000006, 0x700000e, 0x7000016, 0x700001e
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Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 17-Nov-2024 15:53:00 JST Foone🏳️⚧️ so there's 32 rotation groups, but they're interleaved inside the sprites. for... reasons
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Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 17-Nov-2024 15:53:01 JST Foone🏳️⚧️ and then inside the 6 bytes that define sprites, there's a bitfield that determines which rotation group it uses.
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Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 17-Nov-2024 16:10:17 JST Foone🏳️⚧️ @jens sharing rotations makes sense
stuffing them inbetween each sprite? less so -
Jens Finkhäuser (jens@social.finkhaeuser.de)'s status on Sunday, 17-Nov-2024 16:10:18 JST Jens Finkhäuser @foone So several sprites can use the same rotation? Makes sense, in a way.
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