Topic for Kerm
I have no idea what this is yet but it's isometric.
EDIT: lol foreground
Recently got a clipping sprite routine working so I can draw the outer edges.
Tiles completely on screen are drawn using an optimized & unrolled loop which is way faster.
The reason it's not full screen is I'm drawing to an in-memory buffer, which I then copy to the LCD. This makes transparency a lot simpler, and it also means I can unroll the copy-to-LCD code for really fast full-screen transfers.
Width is 128 pixels because I needed coordinates to fit in a signed int.
Idea I have btw for anyone else that might wanna do isometric stuff:
I'm splitting the xlibc color palette in half.
Foreground will be drawn using only odd colors.
Background will be drawn using only even colors.
Reason is I can then use the 1s bit to determine if something is in the foreground or background, so when I draw movable sprites I can mask them to be hidden by the foreground. That way I don't actually have to draw the movable sprites into the pixel buffer behind the other stuff. I can write them directly to the LCD after everything else is drawn and move them around without redrawing all the tiles. IDK if this is a good idea but it might work *shrug*.
I have no idea what this is yet but it's isometric.

EDIT: lol foreground

Recently got a clipping sprite routine working so I can draw the outer edges.
Tiles completely on screen are drawn using an optimized & unrolled loop which is way faster.
The reason it's not full screen is I'm drawing to an in-memory buffer, which I then copy to the LCD. This makes transparency a lot simpler, and it also means I can unroll the copy-to-LCD code for really fast full-screen transfers.
Width is 128 pixels because I needed coordinates to fit in a signed int.
Idea I have btw for anyone else that might wanna do isometric stuff:
I'm splitting the xlibc color palette in half.
Foreground will be drawn using only odd colors.
Background will be drawn using only even colors.
Reason is I can then use the 1s bit to determine if something is in the foreground or background, so when I draw movable sprites I can mask them to be hidden by the foreground. That way I don't actually have to draw the movable sprites into the pixel buffer behind the other stuff. I can write them directly to the LCD after everything else is drawn and move them around without redrawing all the tiles. IDK if this is a good idea but it might work *shrug*.