@slembcke@mastodon.gamedev.place
Post #2441567
2026-03-18 06:22 UTC
@mtthgn@mastodon.social Do you bother dynamically flipping them on GBA? In NES land we usually just make tables of metasprites and eat the ROM size instead of using precious cycles.
Replies (2)
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@mtthgn@mastodon.social 2026-03-18 10:19
@slembcke@mastodon.gamedev.place Currently I'm calculating the hflip positions per frame, but if I'm understanding you correctly, there's no reason I couldn't calculate the hflip positions at build time. That's a good idea!
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@mtthgn@mastodon.social 2026-03-18 15:42
@slembcke@mastodon.gamedev.place Based on what I'm seeing, the NES has a little less than 29,780.5 cycles per frame (via nesdev.org) and for the GBA it's 280,896 cycles per frame. I can see how, with approximately a tenth of the cycles, you'd more quickly reach for precomputed values!