Nukey Shay Posted September 1, 2010 Author Share Posted September 1, 2010 Sprites that don't use 6 pixels cause problems with positioning...because the reflect register is used to "fill in the gaps". While it's easy to alter the sprites to look more arcade-like (heck, just invoke Kevin's sprites that are already present in the assembly file), they won't move that way - they'd be wobbling around just like the flagships do if the reflect registers stay in, or move really herky-jerky if the reflect registers are taken out (which subsequently makes them easier to hit, too...since they would be stationary 2 frames out of 3). Neither one was an attractive solution IMO, so I kept Atari's original sprites in. As mentioned before, I only used 7 pixels on the flagship because A) a 6-pixel version looks worse than the wobble; and B) flagships wobbling in the convoy are easier to hit - costing the player potential bonus points if not targeting the convoy carefully to avoid them. The better solution is to fix the positioning so that reflect isn't required to fill in the gaps, but that is beyond me. Just looking at the multi-RESP0 demo code makes my brane hert. Still no luck altering the routine for an 8th convoy sprite. I run short of cycles in setup in a couple of places, and I still never located any free ram to hold it's status. I have unrolled the loops in a 16k build, tho...might use the extra space to update color info of the independant sprite instead - that looks easier to do...and it would look a lot better if the sprites didn't become monocolor as they charge the ship. Quote Link to comment Share on other sites More sharing options...
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