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  • surface.blit( src, ( x,y), ( optional source area argument in order: top-left-x, top-left-y, bottom-right-x, bottom-right-y))
    Rendering is nothing more than bulk copying memory.
    That's how it is in:
    SDL
    Cairo
    GBA
    and several others.
    3D on the other hand, if you use special effects could easily pre-made. However, special effects could also easily require calculus.
    I don't even remember what this discussion is about, BUT
    As a programmer, one of the things you have to learn is to remember to focus on the bigger picture. Before implementing something, ask yourself "Under what circumstances am I going to use this?"
    Now, under what circumstances would you need to use calculus in a Pokemon Game Engine, or even a Pokemon Game?
    First of all, you're wrong. It does not take calculus, if you're doing 2D. I haven't done anything with 3D, but I doubt that requires calculus either, unless you're going for an extremely realistic physics engine, which is ridiculous assuming this is a Pokemon game.

    Second of all, ROM hacking, and game programming are two completely different entities. If they wanted a PKMN game with more multiplayer abilities, they would have to make one themselves, or hope somebody else did. The amount of work to implement what they are looking for in that thread is ridiculous for any "Small ROM hack."

    THIRD of all, I know you're full of crap, OR have really bad communication skills, because there is no "Rendering" to be done on a GBA game ( which, considering you're talking about this on a thread for ROM hacking, specifically on the GBA console is to be expected ). The hardware takes care of that for you.

    -- Reply when you know what you're talking about, kaythanx.
    Also -- avoid insulting my intelligence: I don't take it lightly.
    If I recall, you also need to credit me for the pallette too, as I had to edit Kyledoves to make it fit Ruby. Nice you got it in FireRed.
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