I can only speak for the DPC+ kernel, I have quite a bit of animation in my game and before I was using "on goto" to jump to the sprites and "goto" to jump back to the loop again,
and the regular way to load a sprite in bB like this.. (that I was jumping to and from..)
outputs something like this when assembled, except the automaticly generated name playerL02841_0 will be different
LDA #((>playerL02841_0) & $0f) | (((>playerL02841_0) / 2) & $70)
and it puts the graphic in the graphics bank
That's alot of duplicate code when the animation frames start adding up, if you can just use the same code and a tall sprite and a counter that make it works more like a filmstrip.
I saved cycles and 3000 bytes (not counting the graphics bank) so it was very beneficial.
It looks complicated to me to i have no Idea what #((>playerL02841_0) & $0f) | (((>playerL02841_0) / 2) & $70) does or even what pointers do exactly, the nice thing is that you don't have to to still get it to work.
Edited by Lillapojkenpćön, Sun Sep 23, 2018 7:09 AM.