Animan Posted June 10, 2011 Share Posted June 10, 2011 (edited) Is it possible to have 3 copies of player0, while having only one missile0? The 3 player0's would be near the top, while missile0 is on the bottom. Any way to use some inline assembly to make this happen? And would it be possible to do the same thing with player1 and missile1 at the same time? Here is a picture of what I want it to look like... EDIT: In other words, I want: Player0 at top to have NUSIZ0=$16 Missile0 at bottom to have NUSIZ0=$10 Edited June 10, 2011 by Animan Quote Link to comment Share on other sites More sharing options...
RevEng Posted June 10, 2011 Share Posted June 10, 2011 Is it possible to have 3 copies of player0, while having only one missile0? The 3 player0's would be near the top, while missile0 is on the bottom. Any way to use some inline assembly to make this happen? And would it be possible to do the same thing with player1 and missile1 at the same time? With the standard bB kernel? No With a custom kernel? Yes With the DPC+ kernel or the multisprite kernel? Sort of... You can achieve the same effect using different virtual sprites, provided the two sprites at the top don't occupy the same horizontal slice, just as you've drawn. If they overlap the horizontal slice sometimes, they'll flicker when they do. Each virtual sprite has it's own virtual NUSIZ register, so you could use player2 and player3 at the top and missile0 and missile1 at the bottom. Quote Link to comment Share on other sites More sharing options...
Animan Posted June 10, 2011 Author Share Posted June 10, 2011 (edited) Is it possible to have 3 copies of player0, while having only one missile0? The 3 player0's would be near the top, while missile0 is on the bottom. Any way to use some inline assembly to make this happen? And would it be possible to do the same thing with player1 and missile1 at the same time? With the standard bB kernel? No With a custom kernel? Yes With the DPC+ kernel or the multisprite kernel? Sort of... You can achieve the same effect using different virtual sprites, provided the two sprites at the top don't occupy the same horizontal slice, just as you've drawn. If they overlap the horizontal slice sometimes, they'll flicker when they do. Each virtual sprite has it's own virtual NUSIZ register, so you could use player2 and player3 at the top and missile0 and missile1 at the bottom. Mkay. I have decided to just use the playfield instead of the players. Might lower the graphic detail, but it's far easier to handle. If anyone does have a solution that involves the players, let me know. Edited June 10, 2011 by Animan Quote Link to comment Share on other sites More sharing options...
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