66Fermer68
Mega ShockedLe 05/11/2018 à 15:22
I have been obsessing lately mainly because the results of the code I posted were so poor.

In this go round I have an official demo.

*Scaling members of Sprite Pools anchored to the players feet
*Hiding and Showing Scaled members of Sprite Pools
*Y-Sorting Scaled members of Sprite Pools



I have updated the previous links....

https://www.dropbox.com/s/7zqkdo5vz4599ww/DDsprdmoMAME.zip?dl=0

https://www.dropbox.com/s/f029ztwuxu7xxek/DDSpritePoolDemoSOURCE.zip?dl=0

I need help to get the finishing touches in place.
Hoping I could get some insight on this. I would love to get the two last issues squared away.

I believe the caveat mentioned in the wiki is the primary culprit.

https://wiki.neogeodev.org/index.php?title=Sprite_shrinking&t=20181013065251

- Abobo is taller than the rest of the other members you can clearly see his feet are appending themselves to the other players. Weird..Caveat?
I tried to make a 5th member that is transparent to make the last member in the pool transparent but that didn't seem to work....

-Idol frames for Burnov and Walk frames for Abobo are different sizes this causes a jitter when scaled....thoughts on fixing this would be awesome.

I am stumped...I realize the "for" loops I am using "Tank Performance" but I am hoping you could humor me on this one.
Maybe the loops could be optimized to only execute on triggers to make the performance hit less apparent in the future.

Hi VasiliyFamiliya,

512x512 is the canvas size. This is useful to have sprites positioned outside of the screen's visible window area of 320x224.
If you move your sprite vertical in X,Y once it exceeds 512 in any direction it will loop to the next side of the screen.
EX: Increment X to the right x++; you will notice the sprite will eventually pop into the left side of the frame.