For when you're hunting down sprites in memory, many games interleaved the bitmap with the mask data so that the 16 bits of data could be popped into a register pair in one instruction, so the inner loop would go;
pop de
ld a, (hl)
and e
or d
ld (hl), a
inc l
unrolled for the width of the sprite
So it would be nice to have a view mode that could display either the sprite and mask individually or combined. A lot of the Ocean games (and many others) also stored each interleaved sprite line in a zig-zag fashion, so the unrolled sprite routine would alternatively plot left to right and then right to left to save an add per line.
For when you're hunting down sprites in memory, many games interleaved the bitmap with the mask data so that the 16 bits of data could be popped into a register pair in one instruction, so the inner loop would go;
pop de ld a, (hl) and e or d ld (hl), a inc l
unrolled for the width of the sprite
So it would be nice to have a view mode that could display either the sprite and mask individually or combined. A lot of the Ocean games (and many others) also stored each interleaved sprite line in a zig-zag fashion, so the unrolled sprite routine would alternatively plot left to right and then right to left to save an add per line.
Keep up the great work!