jdrose Posted January 11, 2012 Share Posted January 11, 2012 The 2600 only supports two missiles, two sprites (players), playfield and a ball. However, many games seem to suggest that a good number of (non-blinking) sprites can be displayed at the same time. Having trouble doing that myself without inducing serious blink. I am trying to get 15 examples of the same round object to display on the screen at once: Org $FF00 SpriteData .binary %00111100 .binary %01111110 .binary %11111111 .binary %11111111 .binary %11111111 .binary %11111111 .binary %01111110 .binary %00111100 I can do it but the blinking is terrible. What are some of the programming concepts that allow more than two sprites to be cleanly displayed at once? Thanks. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 11, 2012 Share Posted January 11, 2012 You need a sprite multiplexer. If more than two sprites occupy the same scan lines then they need to be alternated between frames. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted January 11, 2012 Share Posted January 11, 2012 You need to reposition and reuse the sprites as the screen is being drawn. Using Stella's fixed debug colors* you can see how I do this in Frantic: The maroon sprites are drawn using player 0, the other is player 1. At the bottom the 2 faint maroon ones are drawn using flicker as there's 3 sprites in the same area. * toggle it via COMMAND-Comma on Mac or ALT-Comma on Linux/Windows Quote Link to comment Share on other sites More sharing options...
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