The Y value works fine but not the X value.
The documentation states
I tried different values 256, 512,1024 2048 but nothing seems to make any differenceThe sprite position is taken as its bottom leftmost pixel. XD, XY, XP are the displacements of the sprite, each time it is drawn, in the X, Y & plane directions. Sprites are drawn each time the SPRITE Keyword is issued for any sprite or automatically via SSGCON.
The values are fractions of 256, ie; a value of 1024 will move 4 pixels
every call (1024/256 = 4).
the main code use in the test program is as follows:
1 dev$='flp1_'
100 REMark Demo
120 PAPER 0:INK 7:MODE 8
150 SSGINIT 20000,30,166,12,20,220
160 :
170 SSGFILE dev$&"descent_sprite"
210 SSGCON 3
220 :
240 CLS
300 SSGMODE 1
380 x1=1:y1=68:p1=1:flag=1:xd=1
390 REPeat loop
400 d=CODE(INKEY$(0))
410 SELect ON d
420 =49 TO 57:d=d-48:flag=2^d
430 =192:x1=x1-1
440 =200:x1=x1+1
450 =208:y1=y1+1
460 =216:y1=y1-1
470 END SELect
480 IF SSGEDGE(1)=8 THEN xd=-1:flag=5
490 IF SSGEDGE(1)=4 THEN xd=1:flag=69
500 SPRITE 1,flag,p1,x1,y1,256,256,256
520 END REPeat loop
the last three options on SPRITE are the XD, XY and XP as above, these are the ones I have messed around with to no avail
I have not yet tried this on a QL proper as all my setups are in temp storage at the moment.
the documentation also states
Its main features are:
* Sprites can be drawn & changed easily.
* Sprite drawing is multitasked.
* Each sprite can have up to 16 different shapes.
* Up to 16 different sprites on the screen at a time.
* Up to 256 sprites can be available at any one time.
* Up to 256 different planes - collisions occur in one plane.
* Smooth, flicker-free movement in 3 dimensions.
* Full choice of graphic modes & screens.
* Easy control through keywords.
Jumping on the X axis by 4 pixels is hardly what I call smooth
Any ideas anyone?