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Re: Shape Table Problem Solved... Or Not
Been awhile, check the older Beagle disk archives.
They've got one, I think.
I had a lot of fun with graphics way back when. I even
created a driver for displaying Printshop images, I
hope I can find it.
If you like the shape table method, you might try
xdrawing to make the shapes move. You will need
two sets of variables, say x1,y1 & xold,yold.
First put the shape on screen where it should start with
xdraw (same as draw) set the x1,y1 to next location.
Xdraw at xold,yold to erase, xdraw at x1,y1 and set
xold,yold to current location. By following this basic
set of steps, you can animate the shapes. Of course,
you will get different color effects depending on how
many bytes you skip when drawing.
To get even more sophisticated, try drawing on
both graphics screens. View the first screen while
updating the second, and back and forth. This is
a lot trickier though. It will help improve the flicker.
I don't think I saw it mentioned, but for any decent
graphics program, you will need to relocate it. D*mn
where's my Applesoft reference. Oh well, I've seen
a set of peeks and pokes on the web.
One other mention, if you don't mind limiting the
game to 128k you can get more memory using my
Amperdos program. It stores variables in aux
memory. In effect, this leaves all the upper memory
free unless your program is big. You can also chain
multiple program segments with out loosing your
variables.
Phoenyx