Can anyone else test/confirm this for me that I'm not doing anything stupid?
If you use SPHOME to set the offset on a sprite, then use SPCHR to change the sprite image, it resets the offset (which doesn't appear to be documented)
This means if you use SPHOME to, say, set a character sprite offset at their feet, the animate using SPCHR, you need to remember to set SPHOME again each frame.
Weirdness with SPHOME
Root / Programming Questions / [.]
benjymousCreated:
For the record, SB already comes with sprite definitions with SPHOME at the feet. Just add 2048 to the definition number.Ahh, thanks - I totally managed to miss that On a semi-related issue, is there any way to change the sprite draw order so that they draw ordered by Y position, rather than management order?
Does it match your purpose to gear Z position to Y position?For the record, SB already comes with sprite definitions with SPHOME at the feet. Just add 2048 to the definition number.Ahh, thanks - I totally managed to miss that On a semi-related issue, is there any way to change the sprite draw order so that they draw ordered by Y position, rather than management order?
Yes, that mostly works - especially if I set the screen to 2D.
WIth 3D on, I notice a weirdness in that not all sprites at the same Y value seem to have the same depth (i.e. some sprites seem to stick out further than others). That might be a result of me using floating point values, I guess - so a sprite at Y:100.1 and Y:100.9 would have the same vertical screen position, but may end up with Z values that put them on different depth layers when it hits the 3D hardware.
I guess that it depends on frequency of sprite collision (density of sprite crowd).
Normally, the probability that sprite collision will occur must be low.
(In my program, all sprites share a X position.)
By the way, I've built EX_SPPRIO2, a little bit improved from EX_SPPRIO.
Could you download N3234PCP?