A crude test program to emulate the HDMA behaviour of the SNES.
Current features:
--background tiling
--scrolling background
--scaling background
--changing scaling between drawing lines
Runs VERY slowly.
UPDATE: changed a bit of code to fix some graphical errors. (Don't do math on indexes. It causes issues.)


Hi Wackerly.
There should be a way to speed this up. Check with ace Pico-8 coders and outstanding programmers. I've seen this effect in a SNES side-view shooter so it shouldn't be too difficult to master.
The first words out of my mouth on this are though, are you using the SPRITE table as storage to produce your effect ?


In a roundabout way. I stored the checkerboard pattern in the map data, then I fetch the sprite index from the map, then calculate the spritesheet location from the sprite index.
I'm guessing that most of the slowdown is due to the above, as well as the fact that I'm essentially drawing the entire screen pixel-by-pixel manually.
The speed it runs at is very much secondary to my understanding of the principle of the technique anyway. I's love to see this run at full speed, but I'm not going to worry about it right away.
[Please log in to post a comment]