jbs30000 #1 Posted November 25, 2011 (edited) I originally worded this pretty poorly, so let me try again. I made a program which displays a giant character made of two sprites. The character is facing left. To make him face right I swap the positions of sprites 0 and 1 and then use REFP0=8 and REFP1=8. Even though I found a thread which says that each sprite gets its own REFP the REFP1 didn't reverse the player1 sprite. I'm just curious if it's because REFP1 isn't implemented in the most recent DCP+ kernel, or if I need to type in something different. I tried _REFP1 but that's obviously not a command as the program doesn't compile right. Thank you. Edited November 28, 2011 by jbs30000 Quote Share this post Link to post Share on other sites
+iesposta #3 Posted November 28, 2011 Try using player2 sprite and REFP2? Just a suggestion, I can't try it out at the moment. Quote Share this post Link to post Share on other sites
+RevEng #4 Posted November 28, 2011 I just looked at the kernel source... I see the kernel loads the NUSIZ#+REFP# information for the virtual sprites from the DPC DF5FRACDATA fraction fetcher, but I don't see a bB statement for loading this fetcher yet. Quote Share this post Link to post Share on other sites
Byte Knight #5 Posted November 28, 2011 The REFP command is not supported for virtual sprites (player1-player9) in DPC+, so you must use NUSIZ1=$00 and NUSIZ1=$08 to unreflect and reflect player1. If you have a double size sprite, then you'd use NUSIZ1=$05 and NUSIZ1=$0D to unreflect and reflect player1. Quote Share this post Link to post Share on other sites
+iesposta #6 Posted November 28, 2011 Yep, sorry I AM using NUSIZ2-9 but I remember having some problem with player1 and worked around it by using player0, 2,3,4,5 etc. Quote Share this post Link to post Share on other sites
jbs30000 #7 Posted November 28, 2011 Thank you all. Using player2 instead of player1 and NUSIZ2 to flip the sprite works great. Quote Share this post Link to post Share on other sites