This sounds the very similar to the system I described in an earlier post. I have used it several times and it eliminates flicker.
Cheers Malcolm Joachim Van der Auwera wrote: >>> 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 > > > >
