not so easy to remove the temp buffer, there is complexity needed to avoid the sprite/scanline limit. I have also a sat ring buffer in place. to explain better, the rotation sat rotation is done i 4 stages:
each stage blit the entire sat by offsetting 8 sprite entries at time. in four stages i cycle all 32 sprites.
to avoid sprite color table manipulation i use four sats, when sat color table is already rotated, therefore i only need to rotate via z80 the sat.
I also planning to keep sprites 0-1 fixed and only rotate 7 sprites at once (this will sacrifice 3 sprites).
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