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
> 
> 
> 
> 

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