Sprite Data Mashed Up

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Scorpion Illuminati
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Sprite Data Mashed Up

Post by Scorpion Illuminati » Sun Apr 02, 2017 12:08 am

I just finished changing the names of all my source files so they fit within dos's 8+3 limits. I did it so the code would compile with snasm68k using dosbox.
Image
What is weird is no actual code was changed at all, just the paths to the file names being binary included in code source code. You can very this, here, here and here. I initially thought it was a alignment issue but, doubt the file names would make any any difference in the binary itself since the file names aren't saved in the final assembled binary. Any assistance in this matter would be greatly appreciated.

Sincerely,

Scorpion Illuminati
Scorpion Illuminati - An open source rhythm game for the Sega Genesis
http://www.scorpionilluminati.tk

KanedaFr
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Re: Sprite Data Mashed Up

Post by KanedaFr » Sun Apr 02, 2017 9:59 pm

Is there at least something right ?
I mean, looking at the sprite debug screenshot, I see
- if you were expectif more than 1 sprite, you lost ;)
- they all use pal 2
- most of sprites have different size

So the only thing i see wrong, from my point of view, not knowing your game core, is that you wrongly assign/update the link attribute of the 7 sprites you use...

TmEE co.(TM)
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Re: Sprite Data Mashed Up

Post by TmEE co.(TM) » Mon Apr 03, 2017 7:21 am

Link value isn't being advanced so you only see one sprite.
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walker7
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Re: Sprite Data Mashed Up

Post by walker7 » Tue Apr 04, 2017 5:52 am

For 80 sprites, what I usually like to do is number their link fields 1-79 then 0.
When programming, you can do it if you put your mind to it.

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