Mercurial > hg > tilerswift
view img/darkside/go-up.svg @ 106:d5e69fe5c81a
NES_ROM: implement circular byte shifting
For ROMs that have no CHR, sometimes the tiles aren't aligned to
16-byte boundaries. Circularly shifting the PRG data may be necessary
to get proper tiles.
In order to do so efficiently, this also requires changing the Tile
object to be more like a cached look into the underlying tile data.
Thus, I turned its `pixmap` and the `raw_tile` properties into
descriptors so I can properly clear those cached properties and can
thus lazily update them, as required by the update functions.
author | Jordi Gutiérrez Hermoso <jordigh@octave.org> |
---|---|
date | Sun, 15 Sep 2019 20:47:01 -0400 |
parents | |
children |
line wrap: on
line source
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"> <g color="#FFF" fill="#b8b8b8"> <path d="M8 3.586L2.293 9.293l1.414 1.414L8 6.414l4.293 4.293 1.414-1.414z" style="line-height:normal;font-variant-ligatures:normal;font-variant-position:normal;font-variant-caps:normal;font-variant-numeric:normal;font-variant-alternates:normal;font-feature-settings:normal;text-indent:0;text-align:start;text-decoration-line:none;text-decoration-style:solid;text-decoration-color:#000;text-transform:none;text-orientation:mixed;shape-padding:0;isolation:auto;mix-blend-mode:normal;marker:none" font-weight="400" font-family="sans-serif" white-space="normal" overflow="visible"/> <path d="M13 10v1h1v-1zM2 10v1h1v-1z" style="marker:none" overflow="visible"/> <path d="M2 10c0 .554.446 1 1 1s1-.446 1-1-.446-1-1-1-1 .446-1 1zM12 10c0 .554.446 1 1 1s1-.446 1-1-.446-1-1-1-1 .446-1 1z" style="marker:none" overflow="visible"/> </g> </svg>