> > Well some preliminary tests I did through Basic using the Memory Copy
> > facility of Turbo seem to work fine... (No flickering that is up to 48
> x 48
> > sprites - above that hmmm okay ;-) I suspect though that through strict
> > assembler that would disappear too - UNLESS of course the absence of
> > flickering has something to do with my fast PC where I run QPC2).
>
>Well, there is just no way to avoid flickering. On fast machines the
>possibility that flicker appears gets smaller but it's never zero.

Oh yes there is. The trick is not to restore the screen, save and write the
sprite at the new position. You have to be more intelligent and shift data
in your buffer, restoring what is uncovered and saving what is newly
covered. More difficult to write, but always gives good results, independent
of execution speed.

I am pretty sure I wrote something like that for The Painter (long, long
ago).

Joachim


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