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williams-et-al-1983-apple-ii-computer-graphics

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13Advanced MovesObjectivesAfter reading Chapter 13 you should be able to:• Use pre-c<strong>al</strong>culated tables to help enhance your animation.• Animate stationary figures using parti<strong>al</strong> modification.• Develop pre-shifts fo r shapes and use them for animation.We commend you for g<strong>et</strong>ting this far in your study of Apple II <strong>graphics</strong>.(No fair if you just skimmed to this point!) You have progressed from aknowledge of BASIC through the land of binary and hex numbers, onthrough the memory map maze, and to the re<strong>al</strong>m of Low-Res <strong>graphics</strong>.From there you progressed to the world of Hi-Res where you investigatedcolor, shapes, shape-table animation, and byte-move animation.You have seen most of the major schemes currently used to produce Hi­Res <strong>graphics</strong>, and we think you are ready for a few advanced techniq ues.In this chapter we will look at three different m<strong>et</strong>hods which can increas<strong>et</strong>he speed and efficiency of your <strong>graphics</strong>. Though the ideas discussed maybe applied in either BASIC or machine-code, the examples are presentedin BASIC for simplicity. The amount of benefit derived from each techniquewill depend on the particular application, and may vary from a lot tonone at <strong>al</strong>l (or worse). However, since a great amount of time spentprogramming any game is devoted to cleaning up the <strong>graphics</strong>, som<strong>et</strong>imesyou have to be satisfied with sever<strong>al</strong> sm<strong>al</strong>l improvements.We will start with the idea of parti<strong>al</strong> modification, where instead ofredrawing the entire figure each time, you only plot those bytes whichhave changed from the previous figure. A good illustration of this idea is147

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