Hi,
i'm trying to adapt the arcade game PANG on GP32.
I have a lot of question ... (sorry).
The program don't overclock the gp32 (66Mhz)
1 - When i test the program with 10 sprites in geepee32 it slow down awfully ... With 32 sprites it's unplayable. It's seems to be ok on real GP32 but i'm not sure my code is ok and optimised ...
I use a image of 320*240 with all the sprite on it. And when i want to draw a ball i use that :
GpTransBlt(NULL, &gpDraw[nflip], ball.posx, ball.posy, 48,40, (unsigned char*)sprite1, 10, 7, 320, 240,255);
is it fast or is it better to use one image per sprite ?! (per example here one image of 48,40) ... ??
2 - When i overclock the program (133Mhz), the display is ok on GeePee32 but not okay on real GP32, there is like a invisible vertical bar on the screen and my ball pass behind and disapear <_< . How to avoid that ?!
Thanks for your help !
PS : i use devkit advance.
i'm trying to adapt the arcade game PANG on GP32.
I have a lot of question ... (sorry).
The program don't overclock the gp32 (66Mhz)
1 - When i test the program with 10 sprites in geepee32 it slow down awfully ... With 32 sprites it's unplayable. It's seems to be ok on real GP32 but i'm not sure my code is ok and optimised ...
I use a image of 320*240 with all the sprite on it. And when i want to draw a ball i use that :
GpTransBlt(NULL, &gpDraw[nflip], ball.posx, ball.posy, 48,40, (unsigned char*)sprite1, 10, 7, 320, 240,255);
is it fast or is it better to use one image per sprite ?! (per example here one image of 48,40) ... ??
2 - When i overclock the program (133Mhz), the display is ok on GeePee32 but not okay on real GP32, there is like a invisible vertical bar on the screen and my ball pass behind and disapear <_< . How to avoid that ?!
Thanks for your help !
PS : i use devkit advance.