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Lots of sprites - but why is one row missing?


Fort Apocalypse

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Trying for 10 rows of sprites, but there are only 7. I would think one row may be out of bounds, but the row missing in the middle looks suspicious.

One possibility is that you need to use different "register" names for player1, because NUSIZ1 and COLUP1 are going to be wiped out by the multisprite kernel. If you check the bB help manual, I believe you must put an underline in front of them (_NUSIZ1 and _COLUP1). So basically the player1 row *is* being drawn, but since you never set _NUSIZ1 and _COLUP1, they have defaulted to 0, so you get 1 copy, normal size, drawn in black-- the same color as the background, so that particular row is invisible! :)

 

Michael

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With the height of your player5 sprite, the highest y value you can go to is 80-- setting player5y to 81 or higher will cause player5 to disappear. And if player5 gets too close to player4, it won't display, because it will be flickered, but then you're displaying it only every other frame anyway. So I adjusted the highest y value to 80, and adjusted the others so the rows are separated by 8 instead of 9. Now all 10 rows of UFOs are visible.

 

Michael

ufotraffic0.1.bas

ufotraffic0.1.bas.bin

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With the height of your player5 sprite, the highest y value you can go to is 80-- setting player5y to 81 or higher will cause player5 to disappear. And if player5 gets too close to player4, it won't display, because it will be flickered, but then you're displaying it only every other frame anyway. So I adjusted the highest y value to 80, and adjusted the others so the rows are separated by 8 instead of 9. Now all 10 rows of UFOs are visible.

 

Michael

 

Thanks, Michael! Man I really screwed up by forgetting about the player1 sprite in multikernel needing the underscores and thanks for the spacing treatment too!

 

Awesome!

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