RSS Bot Posted August 26, 2007 Share Posted August 26, 2007 Goals: -> Get practice using the multisprite kernel -> Observe the flicker management algorithm for virtual sprites in action. Design: -> Implement the playfield as a dark grey checkerboard to facilitate line counting -> Use numbers for the sprite graphics to identify them on screen. -> Arrange the sprites in a tight line so side by side veritcal differences are easier to measure. -> Joy 0 moves the sprites. Up and down move virtual sprites 1 through 5 at different velocities to cause combinations of overlap. -> Joy 0 left and right moves P0, M0, M1 and the ball vertically. Implementation: multitest.txt.bin ( 4K ) Number of downloads: 0 multitest.txt ( 4.33K ) Number of downloads: 0 Lessons learned: -> M0 and M1 are drawn 1 scanline lower than all the other graphics which are aligned to the 2LK kernel line. This is not unsurprising, but may need to be considered for collision detection. -> COLUP0 must be set every frame. The kernel resets it to black during drawscreen. -> BUG? If a sprite or the ball is visible at the bottom line pair on the screen the last row of pixels is drawn for a 3rd scanline below the last PF graphics. -> With the screenheight set to 84: -----> P0's lower left corner of screen is x = 0, y = 11. -----> P1's through P5 lower left corner of screen is x = 8, y = 8. -----> For M0, M1 the lower left corner is x = 1, y = 1, but M0 and M1 droop 1 scanline down. -----> Ball lower left corner is x = 1, y = 2. -> Flicker behavior is the same for pfheight values of 1, 3 and 7. -> Setting pfheight to 0 scrambles the screen as documented in the bBasic manual, but you can see when repositionings are being done. -> Virtual sprites require a horizontal gap of 2 lines to reposition without flicker. -> Flickering fails for some cases when more than 2 sprites overlap. Recommendations for improving bBasic: -> The language is fine, but the portion of the manual for the mulity sprite kernel has some unclear language. ------> What is the default value for pfheight? ------> The screenheights of 80 and 84 only work with some pfheights all 7 or less, but pfheight can be 15 and 31. What are the legal screenheights for those values. A table of legal combinations of screenheight and pfheight would make things more clear and complete. Up Next: -> TBD http://www.atariage.com/forums/index.php?a...;showentry=3769 Link to comment Share on other sites More sharing options...
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