Jump to content
  • entries
    106
  • comments
    796
  • views
    140,766

Back to life


vdub_bobby

507 views

SO...

 

I was thinking the other day: Say you want two completely independent, non-flickering sprites on the screen. What's the widest they can be (in pixels)?

 

Using a variant of Zach's fancy 52-pixel technique, I figure you can get as wide as 10 pixels for each.

 

Anyone think of a way to get wider?

4 Comments


Recommended Comments

It depends on whether you are planning on mid-screen repositioning and what else you plan on doing each line. You can easily do 9 pixels wide using a the player & missle for each sprite. (Assuming you have the cycles and storage to handle the missle updates). You can also use HMOVE or NUSIZ updates to fiddle with the effective width.

Link to comment

You might be able to give 10 pixels to one sprite and 11 to the other. It depends whether you can squeeze the work in the available cycles. Assuming there is time, you can use NUSIZx, HMMx, and ENAMx to produce 2 two-pixel sprites. Then just use the ball for the 11th. You can save a few cycles by loading the HMMx and ENAMx values at the same time, since they are read from different nybbles.

 

When I first conceived of the two-pixel missile sprite, I tried to make a six-pixel sprite to coexist with the regular player sprites, but I couldn't fit them in the available cycles. Making a 10 and 11 might fare better.

Link to comment
It depends on whether you are planning on mid-screen repositioning and what else you plan on doing each line. You can easily do 9 pixels wide using a the player & missle for each sprite. (Assuming you have the cycles and storage to handle the missle updates). You can also use HMOVE or NUSIZ updates to fiddle with the effective width.

I'm looking for "pure" techniques; i.e., not worrying about drawing anything except the two sprites.

There's the trick from Dolphin where each row is limited to 8 pixels, but the overall sprite is wider than 8.

Yeah. It would be pretty cool to combine 10-pixel-wide sprites with row-by-row shifting, but that takes a LOT of computational time for each row. At single-line resolution, anyway.

You might be able to give 10 pixels to one sprite and 11 to the other. It depends whether you can squeeze the work in the available cycles. Assuming there is time, you can use NUSIZx, HMMx, and ENAMx to produce 2 two-pixel sprites. Then just use the ball for the 11th. You can save a few cycles by loading the HMMx and ENAMx values at the same time, since they are read from different nybbles.

 

When I first conceived of the two-pixel missile sprite, I tried to make a six-pixel sprite to coexist with the regular player sprites, but I couldn't fit them in the available cycles. Making a 10 and 11 might fare better.

Hmm. Now that's an idea. :)

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...