godzillajoe Posted April 18, 2007 Share Posted April 18, 2007 I have an idea for a Hangman style game (more like strip poker really) with the player losing clothing down to their underwear and was going to draw that player using playfield graphics but that might look a bit too clunky How would you guys approach it? Can it be done using sprite data or would it be a flickery mess? How did they do it in Coconuts? Something like that except maybe with the guy facing towards you instead of turned sideways would be perfect Is it do-able? That player would never move but other stuff would be happening on screen around them Quote Link to comment Share on other sites More sharing options...
supercat Posted April 18, 2007 Share Posted April 18, 2007 Can it be done using sprite data or would it be a flickery mess? It's easy if the person is no more than 16 pixels wide (just put two sprites side-by-side). To go wider than that, you would need a custom kernel. If you use one, you can get up to 48 pixels/line with one color per line, or you can get 24 pixels per line with the middle eight pixels having one color on each line and the outer eight on each side having a different color. It may be possible to combine playfield graphics, players, and missiles to achieve larger designs, but the code would need to be worked around the exact design. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 19, 2007 Share Posted April 19, 2007 (edited) No flicker required (as the previous post mentioned). To make things better-looking, you could use single-frame 30hz flicker on a modified 6-digit score routine. That would give you a multicolor image @ 48 pixels wide (and there's 3 cycles to spare if you want to try to change color data mid-scanline). A code example for standard 6-digit score can be downloaded from the Minidig archive...but can be modified to save a few more cycles (using LAX and/or TXS/TSX). Within the program, a check should be done whether the next frame will be odd or even...and alter the display pointers appropriately to display bitmaps specific for that color frame. Still more cycles can be saved if you use a custom display loop for each seperate image (you'd no longer need indirect gfx reads...saving 1 cycle per sprite). http://www.qotile.net/minidig/tricks.html A multicolor demo of a clown image was done by Thomas Jentzsch...assembly here: http://www.qotile.net/minidig/demos.html Edited April 19, 2007 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted April 20, 2007 Share Posted April 20, 2007 How did they do it in Coconuts? Something like that except maybe with the guy facing towards you instead of turned sideways would be perfect Like this? Quote Link to comment Share on other sites More sharing options...
godzillajoe Posted April 20, 2007 Author Share Posted April 20, 2007 (edited) Oh yeah. Almost exactly like that. I'll poke around at the examples Nukey posted and see if I can figure anything out. Thanks guys! Edited April 20, 2007 by godzillajoe Quote Link to comment Share on other sites More sharing options...
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