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Fun with logos


supercat

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Here's an AtariAge logo done up for the 2600 with NO FLICKER. Can anyone explain how this one works?

post-2143-1072627595_thumb.jpg

Venetian blinds, obviously, but what else?

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Hm... my first guess would be that you overlay a yellow playfield pattern with black interleaved double copies of both sprites and missiles :lol:

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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?

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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.

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