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IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded.

IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded. So, the sprites can still move around dynamically. What's harder is clipping against the sides of the screen. With no branching, there's no way to prevent the sprite from writing past the end of a line/screen (wrapping/mem-stomping). So, there does need to be a test per sprite to detect that case and fall back on a more complicated blitter. The Allegro game framework had a compiled sprite jitter as a feature early on. So, that would be existence proof of them being used in games :) http://alleg.sourceforge.net/stabledocs/en/alleg016.html

Posted by corysama on Apr 8, 2015, 7:19 AM

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IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded.

corysamaApr 8, 2015, 7:19 AM

IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded. So, the sprites can still move around dynamically. What's harder is clipping against the sides of the screen. With no branching, there's no way to prevent the sprite from writing past the end of a line/screen (wrapping/mem-stomping). So, there does need to be a test per sprite to detect that case and fall back on a more complicated blitter. The Allegro game framework had a compiled sprite jitter as a feature early on. So, that would be existence proof of them being used in games :) http://alleg.sourceforge.net/stabledocs/en/alleg016.html

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