Gorf Posted April 21, 2007 Share Posted April 21, 2007 Here is a multi sprite version of astro battles. It has a shield and a mother ship. It also flickers like crazy but perhaps this might be easier to work with. Bin and source included. AB.zip Quote Link to comment Share on other sites More sharing options...
Dan Iacovelli Posted April 21, 2007 Share Posted April 21, 2007 Here is a multi sprite version of astro battles. It has a shield and a mother ship. It also flickers like crazy but perhaps this might be easier to work with. looks pretty good. Quote Link to comment Share on other sites More sharing options...
Gorf Posted April 21, 2007 Author Share Posted April 21, 2007 (edited) I think it will be easier to do collision with this. I need to figure out how to put the sprites in RAM of which I will need quite a lot of. 286 bytes just to cover the images in RAM. this is an MS kernal and I dont know the limitations of this or the amount of RAM a 2600 game/cart can have. Edited April 21, 2007 by Gorf Quote Link to comment Share on other sites More sharing options...
+LS650 Posted April 22, 2007 Share Posted April 22, 2007 A screen snapshot... note that in one time slice we only see one row of baddies.... Quote Link to comment Share on other sites More sharing options...
Gorf Posted April 22, 2007 Author Share Posted April 22, 2007 Yeah I really hate the flickering. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted April 22, 2007 Share Posted April 22, 2007 (edited) I think it will be easier to do collision with this. I need to figure out how to put the sprites in RAM of which I will need quite a lot of. 286 bytes just to cover the images in RAM. this is an MS kernal and I dont know the limitations of this or the amount of RAM a 2600 game/cart can have. I haven't had time to play your game or look at the code yet, so I don't know how much RAM you'll actually need for the images, but the Atari 2600 has only 128 bytes of built-in RAM, and roughly 100 bytes of that is used by batari Basic for its "system variables," leaving you 26 bytes for your "user variables" (a through z). With batari Basic v1.0 you have 256 bytes of RAM if you use the Superchip option, because it adds 128 bytes of expansion RAM to the built-in RAM-- but again, you don't have all 256 bytes available for your use, because batari Basic needs to use about 100 bytes for its own purposes. If you use another bankswitching method, you can get 384 bytes of RAM (CBS RAM+, which adds 256 bytes of expansion RAM), or 2176 bytes of RAM (M-Network, which adds 2048 bytes or 2K of expansion RAM), or 32896 bytes of RAM (4A50, which adds 32768 bytes or 32K of expansion RAM), although batari Basic v1.0 doesn't offer those bankswitching options-- and if you create a game that uses either the CBS RAM+ or the M-Network bankswitching method, you probably won't be able to produce any actual cartridges of your game. As for RAM players, they're pretty easy to implement. I'll write up a quick demo and post it. Michael Edited April 22, 2007 by SeaGtGruff Quote Link to comment Share on other sites More sharing options...
Gorf Posted April 22, 2007 Author Share Posted April 22, 2007 I may have to go for broke and go asm all the way for this one. Quote Link to comment Share on other sites More sharing options...
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