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IronWorks

Sprite Clipping

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After seeing the excellent Playsoft conversion of "Biscuits in Hell" on the 8 bit. I thought I would see what it could look like on the lynx.

I don`t remember if this has been said before but the lynx handles clipping differently on the left or right of the screen.

With HOFF VOFF at zero if you move the player character left to the edge as soon as a part of the sprite goes off a pixel it disappears.

But this does`nt happen on the right side it gets clipped.

Also horizantally flipping the sprite causes it to be clipped on the left side too.

(slightly strange but useful ☺️)

biscuits.o

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you cannot use negative coordinates.

-> The screen offset need to be larger than the sprite position (action point),  (the sprite might still be go out of the full world map depending in wher you set the action point).

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5 hours ago, IronWorks said:

if you move the player character left to the edge as soon as a part of the sprite goes off a pixel it disappears.

But this does`nt happen on the right side it gets clipped.

Set the sprite xpos and vpos values using signed int variables and this will not happen

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In our Bastion demo we use that hardware sprite clipping for the wiping of the credits texts.

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Thanks for the info guys, as I only want manipulate one byte in hpos and not add hoff offsets.

My kludge was to move the action point to the center of the sprite this clips up to half the sprite whichever way it`s facing.

Edited by IronWorks
Typo

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