Hi, as far as I know the sprite priority is is determined by the sprite number only (sprite #1 has the lowest priority and sprite #381 the highest priority).
Hi,
it was possible to change the sprite numbers in the (old) original graphics library of the C Dev Kit of J.Kurtz - when I was working with it in the past, I have made animations
by changing the sprite numbers. This is one of the features I also miss in HPman's DATlib. (It was quite fast but not as fast as doing animations with DATlib.)
I have investigated a bit about your question with the "Shot Factory" of WinKawaks (tools > shot factory - there you can see which sprite number is active and which of them is used for a graphic in a given frame).
Metal Slug, for instance, indeed changes the sprite numbers to control the sprite priority, thats why I am thinking that recreating the graphics in multible "sprite slots" this is the way to go.
Sorry, I can't help you more - unfortunately, I only have a very minor knowledge of 68K assembler.
Tonma Le 16/07/2015 à 13:42 Thanks, I will look the orignal library and test the multislot option
Tonma Le 17/07/2015 à 17:59 Well, I try and make lot of test without good result. try one in C but too slow.
I will test with ASM.
Does anyone know where is the assembler code for the standard dev kit.
I searched but I found none. I just need to find inc_current_sprite function, get_current_sprite et set_current_sprite. After I will be able to use in the Datlib with ASM injection.
Tonma Le 27/07/2015 à 09:26 Thank You,
I will use this method and do tests.
pckid Le 27/07/2015 à 11:08 thks hpman,
it's works great ! without slow down.
You have thought when you have create your library, to have a property basesprite or flags for modification.
thanks
Tonma Le 28/07/2015 à 14:31 I just did a mini test on video.
We can see zorder. I do it every frame, I should use a table to swap only when necessary.
pckid Le 28/07/2015 à 18:58 Ha ha , final fight on neogeo ! I like it
Something's growing somewhere..