Jump to content
IGNORED

Game PANG for A8?


Heaven/TQA

Recommended Posts

The game really looks good and the speed seems well also.

The music is no spot to blame...

But do you guys think that the FX fit well?

Particular when the arrow(?) is shot, the sound destroys the athmospheric part of the overall sound....

some "boomsweeeeeshhh" wouldfit better there :ponder:

Link to comment
Share on other sites

Did I understand right that software sprite masking is done by using tables with precalculated values for all possible combinations of overlapping?

 

Why should they?

I guess, all sized of the balls are stored in the memory just for copying them ... Probably some routine is creates that only copys the borders of the balls/bubbles bitwise. Full bytes could be set by simple lda sta then...

 

CPU wise, the ATARI should handle it easily.

Seeing the logics that the big balls are always rare and the manifold small balls need less cpu cycles to handle...

 

Look at Space Harrier. It handles "10 times" more and much bigger moving objects.. and it does digital speech while screen content is moving.

 

And, if those games need more than 64K, who cares? The Atari was built for using cartridges and they always could have a ROM expansion with stored object content for "Sprite" masking...

The really silly thing is that it wasn't used that way back in the 80s.

Link to comment
Share on other sites

tebe... for all 40 collums or do you do

 

lda screen,x

and #mask_pixel_xpos

ora #spritedata

sta screen,x

lda #spritedata+1

sta screen+1,x

...

 

?

 

or do you use the indirect method

 

lda (screen),y

and #mask

ora #sprite_data

sta (screen),y

 

??

Link to comment
Share on other sites

indirect, asm program generated by PC with optymization

	lda (ln24),y
and #$C0
ora #$20
sta (ln24),y
lda (ln25),y
and #$C0
ora #$20
sta (ln25),y
lda (ln26),y
and #$C0
ora #$20
sta (ln26),y
...
...
lda #$81
sta (ln20),y
lda #$85
sta (ln16),y
sta (ln17),y
sta (ln18),y
sta (ln19),y

Edited by tebe
Link to comment
Share on other sites

I once considered a method which only did horizontal movement that had all possible combinations catered for (prestored over background data).

The memory usage is just too huge. Plus it won't handle adjacent or overlapping soft-sprites.

 

But, the direct load/mask/store method... could make for some interesting games if a huge ROM size was used.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   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...