Fun with logos Entry posted by supercat August 9, 2006 572 views Share More sharing options... Followers 0 Here's an AtariAge logo done up for the 2600 with NO FLICKER. Can anyone explain how this one works? Venetian blinds, obviously, but what else?
Cybergoth 299 Posted August 9, 2006 Hm... my first guess would be that you overlay a yellow playfield pattern with black interleaved double copies of both sprites and missiles Quote Link to comment
Thomas Jentzsch 9,914 Posted August 9, 2006 Just sprites. Venetian blinds, shifted every row. Quote Link to comment
Cybergoth 299 Posted August 9, 2006 Just sprites. Venetian blinds, shifted every row. That'd be 8 sprites per row then, so it must be multi-resp, using 4 copies of each sprite. Can it individually update all 8, or does it only work because the second A requires no update? Quote Link to comment
supercat 119 Posted August 9, 2006 That'd be 8 sprites per row then, so it must be multi-resp, using 4 copies of each sprite. Can it individually update all 8, or does it only work because the second A requires no update? Eight sprites per row. One row is "A_A_I_G_"; the other is "_T_R_A_E". The kernel right now uses an unrolled loop, though it may be possible to use some looping to make the code a bit less bloated. You are correct that the double "A" is useful, though the same approach isn't workable with "_T_R_A_E". Incidentally, this is a hack of another logo I did for "STARGATE". I did the change when I happened to realize that "_T_R_A_E" could be two different things. The "STARGATE" logo needed to use registers in a different order to make things work. It may be interesting to note that two versions of the kernel were needed for different lines of "S_A_G_T_" and two for "_T_R_A_E". The fun part is figuring out which properties of which letters make things workable. Quote Link to comment
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