Hello everyone, it's been awhile.
This was more a test project to tackle a problem I wasn't sure on how to approach, so please don't consider this an actual finished "game." The dilemma was, how to move several sprites at once, independently, without interfering with one another. I could move one, but another might stop during that movement because of pauses that made the movement more smooth, etc...
My first attempt was good. I set up a counter system so that things moved at a normal rate but there was never a need to call a waitforvblank or other kind of pause or delay.
The problem that came up after that, was that the more Sprites that moved at once... the slower DSLua went and all the sprites slowed down...
The final solution was to always have the same number of sprites moving at any one time. If the ship isn't moving, an off screen sprite is. If you fire the blaster, another starts up. As the controlled sprites move, the off screen sprites stop. It works quite well as far as I can see.
This is nothing fancy at all, just more of a proof of concept, so to speak. Move around with dpad, press A to fire. I was about to add that crashing the ship into the target did something, but stopped to move onto bigger and better things... now that I know this works.
shipvstarget.zipPlay it in 0.6, I really don't think 0.7 is working quite right. Most of the sprites I work with load up funny in 0.7.
BTW... I don't presume to have broken some kind of magical barrier as I'm sure this has come up before. Anyway, I was glad to find a way to do what I wanted and I hope others can benefit from it as well.
-Sylus