-
Notifications
You must be signed in to change notification settings - Fork 54
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
0-Row Sprites #72
Comments
After extensive consideration, I've decided to avoid creating a new feature flag for this. Drawing a 1-pixel tall blank sprite with the vblank flag enabled will achieve your desired effect provided you can find a zero byte anywhere in your program, which should be trivial to arrange. |
@JohnEarnest Note that this behavior is (as far as I can gather) unique to Octo, which means that games written with Octo as a target platform that use Considering the number of games out there that use So there are three different low-resolution behaviors of |
@tobiasvl the compromise I came up with was to make it so that the linter warns of using 16x16 sprites in low-res mode: https://github.com/JohnEarnest/Octo/blob/gh-pages/js/debugger.js#L210-L212 Thus, authors are assisted in writing portable programs if they wish to do so. |
I was using
DXY0
as a simple method to create a single frame of delay, but Octo assumes this is the Super Chip instruction, which draws a 16 pixel sprite instead.The text was updated successfully, but these errors were encountered: