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	<title>Comments for Z O O F W A R E</title>
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		<title>Comment on XMPP &amp; Facebook by CAMERON</title>
		<link>http://zoofware.com/2010/05/02/xmpp-facebook/comment-page-1/#comment-85</link>
		<dc:creator>CAMERON</dc:creator>
		<pubDate>Thu, 24 Jun 2010 12:56:54 +0000</pubDate>
		<guid isPermaLink="false">http://zoofware.com/?p=219#comment-85</guid>
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		<content:encoded><![CDATA[<p><strong>Medicamentspot.com International Legal RX Medications. Special Internet Prices (up to 40% off average US price). NO PRIOR PRESCRIPTION REQUIRED!&#8230;</strong></p>
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		<title>Comment on Sonic Screenshots by JwB</title>
		<link>http://zoofware.com/2010/01/06/sonic-screenshots/comment-page-1/#comment-27</link>
		<dc:creator>JwB</dc:creator>
		<pubDate>Thu, 25 Feb 2010 11:40:31 +0000</pubDate>
		<guid isPermaLink="false">http://zoofware.com/?p=127#comment-27</guid>
		<description>Admittedly I havn&#039;t yet got around to implementing it, but my initial idea was to update a sprite table with all the relavent details (i.e x,y co-ordinates, ready to go bitmap data) everytime the VDP&#039;s data port was written to.

The needed sprites can then be read from this on every scanline, rather than having to parse the VDPs memory and generate the sprite each time it is drawn.

It probably won&#039;t save a whole lot of time per scanline refresh, but when taken over the several thousand scanline updates per second that have to occur...

If this is your first emulator, I found http://www.codeslinger.co.uk/ to be VERY helpful, especially with SMS graphics emulation. I believe he also has a gameboy section.</description>
		<content:encoded><![CDATA[<p>Admittedly I havn&#8217;t yet got around to implementing it, but my initial idea was to update a sprite table with all the relavent details (i.e x,y co-ordinates, ready to go bitmap data) everytime the VDP&#8217;s data port was written to.</p>
<p>The needed sprites can then be read from this on every scanline, rather than having to parse the VDPs memory and generate the sprite each time it is drawn.</p>
<p>It probably won&#8217;t save a whole lot of time per scanline refresh, but when taken over the several thousand scanline updates per second that have to occur&#8230;</p>
<p>If this is your first emulator, I found <a href="http://www.codeslinger.co.uk/" rel="nofollow">http://www.codeslinger.co.uk/</a> to be VERY helpful, especially with SMS graphics emulation. I believe he also has a gameboy section.</p>
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		<title>Comment on Sonic Screenshots by Cache</title>
		<link>http://zoofware.com/2010/01/06/sonic-screenshots/comment-page-1/#comment-24</link>
		<dc:creator>Cache</dc:creator>
		<pubDate>Tue, 23 Feb 2010 03:02:28 +0000</pubDate>
		<guid isPermaLink="false">http://zoofware.com/?p=127#comment-24</guid>
		<description>Hi, nice blog you&#039;ve got here.

I&#039;m writing an GameBoy emulator and I&#039;m about to start working on the graphics emulation. I would be very be interested to read about the specifics of your sprite caching or any other sprite/tile based emulation optimisations.

Thanks.</description>
		<content:encoded><![CDATA[<p>Hi, nice blog you&#8217;ve got here.</p>
<p>I&#8217;m writing an GameBoy emulator and I&#8217;m about to start working on the graphics emulation. I would be very be interested to read about the specifics of your sprite caching or any other sprite/tile based emulation optimisations.</p>
<p>Thanks.</p>
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