Методы отображения и обработки спрайтов.
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Info Guide #13
01 April 2021 |
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Joint #01
31 January 2006 |
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Artique - a pseudo-tutorial on drawing ascii pseudo-graphics.
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Book #01
05 February 2003 |
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Bred #01
30 September 2002 |
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DonNews #16
22 March 2002 |
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GFX'y - ... very funny, even information came from MICK-but from the DPL.
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ACNews #05
04 September 2001 |
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Question - one of the simplest methods of inserting the sprites in the text.
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Deja Vu #0A
30 September 2000 |
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Adventurer #11
31 July 2000 |
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Exchange of experience - Game Making 2: The various methods for deriving sprites (based on the game Full Shit).
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ZX Pilot #36
11 March 2000 |
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Coding - the procedure "conversion of addresses in the display area" and "conversion of pixel rows from the bottom up."
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IzhNews #02
03 January 2000 |
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Coder - rather prostyatsky and not the optimal method for deriving the sprite on the screen.
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Codemania #01
31 December 1999 |
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Deja Vu #09
13 November 1999 |
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Coding - fast print 2x2 sprite familiarity, up to familiarity.
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Plutonium #14
01 November 1999 |
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IzhNews #04
17 October 1999 |
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ZX Pilot #34
20 July 1999 |
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DIY - panels of various UDG characters.
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Miracle #03
16 July 1999 |
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kodit Who's there? - Quick graphics: a few recipes from Zetter'a (print sprites, update the screen).
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RUSH #01
29 May 1999 |
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Spectrum programming - Mirroring bytes
and restoration of the background buffer.
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Spectrum programming - Modern methods of coding and modern ways of working with graphics.
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Odyssey paper #06
25 February 1999 |
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Quickly - the fastest procedure for calculating the addresses of the screen to the coordinates and the fastest procedure press the point.
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Nicron #105
13 December 1998 |
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Programming - support operations in deriving spraytav area of the display memory.
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Deja Vu #06
30 September 1998 |
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CODING - Lessons from the encoder: Generilka balls.
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Nicron #98
23 July 1998 |
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Programming - the withdrawal of sprites. continued and answers to questions
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Nicron #97
16 July 1998 |
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Programming - the withdrawal of sprites.
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Amazing #02
14 July 1998 |
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Assembler - talk about a necessary procedure as the derivation of the sprite.
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Deja Vu #05
31 May 1998 |
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CODING - Kodit want - Inference Procedure sprites without attributes, quick and versatile procedure for the withdrawal of sprites, the procedure for multiplication and calculate the square root.
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X-Files #02
31 March 1998 |
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Programming - The effect of "Flying sprite.
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Deja Vu #04
31 March 1998 |
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CODING - The rotation of sprites.
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Aspect #07
07 March 1998 |
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Programming - Arrow.
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ZX Club #07
28 February 1998 |
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Coding - technology and algorithms demomeykinga: rapid withdrawal schedules through the stack.
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Aspect #06
10 February 1998 |
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Programming - Corrected procedure MAKE OUT.
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Aspect #04
18 January 1998 |
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Programming - Displays a sprite on the screen. Conclusion on the virtual screen.
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Deja Vu #03
31 December 1997 |
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Coding - New procedures for 1940: the shift of the attributes of the left and right, up and down, shift by one character to the left and right, up and down, shift by one pixel to the left and right, up and down; Merge images, inverting the screen, inverting the symbol vertically or horizontally; rotation symbol clockwise change attribute, change attributes.
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ZX Power #03
31 December 1997 |
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Likbez - Automatic creation of masks for sprites.
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ZX Forum #04
19 November 1997 |
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Technology sprites - Part 1: Introduction.
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Technology sprites - Part 2: The hunt for sprites (search and pulling).
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Technology sprites - Part 3: Format of sprites.
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Technology sprites - Part 4: Format of sprites with a mask.
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Technology sprites - Part 5: Structure sprite blocks (both co-exist in
memory sprite and mask, what data to help us quickly find the address of the sprite in memory, and much more.)
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Technology sprites - Part 6: preparation of data for publication.
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Technology sprites - Part 8: Printing sprites (coordinates are given in familiarity).
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Technology sprites - Part 9: Printing sprites (coordinates given in pixels).
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Technology sprites - Part 10: a review of programs to work with sprites and graphics.
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ZX Review #7-8-9-10
08 November 1997 |
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Studies - sprite scroller. Procedure display screen.
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ZX Review #5-6
04 November 1997 |
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Retro - 40 best procedures: Merge images, rotation of the symbol
clockwise Inverting character, changing the attribute, fill circuit construction templates (Dzh.Hardman, E. Hyuzon.).
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Studies - The procedure for turning the symbol 90 degrees clockwise.
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Depth #01
14 October 1997 |
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Body #0B
24 September 1997 |
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PUSH HL - Rapid procedure for deriving the point.
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Buzz #10
16 September 1997 |
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Assmbler - A beautiful effect "Burning sprite.
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Amiga News #01
31 August 1997 |
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Mask #00
12 August 1997 |
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Mask #00
11 August 1997 |
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ZX Review #3-4
22 July 1997 |
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Forum - Dmitry Fyodorov: Print images with a mask with pixel precision.
Algorithm for calculating the address coordinates to within a pixel.
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Body #07
25 June 1997 |
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PUSH HL - The procedure for the withdrawal point.
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ZX-News #09
15 October 1996 |
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Contest - Competition for the best procedure for printing the sprite, is held in
categories: color sprite and black and white.
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Spectrofon #19
31 March 1996 |
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System - "quick chart" for novice programmers.
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Speccy #02
31 October 1995 |
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Programming - Universal program I / O sprites.
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Outlet #1-3
01 January 1987 |
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Scroller #02
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Plutonium #03
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Scroller #02
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ZX Time #11
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