Rabbit 2600 Posted June 15, 2013 Share Posted June 15, 2013 I just noticed that the ordinary way of animating player0 with the multisprite kernel dosn't seem to work very well. What method should be used? Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted June 16, 2013 Share Posted June 16, 2013 I thought animating player0 was the same in both kernels. What specific problems are you having? Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 16, 2013 Share Posted June 16, 2013 I thought animating player0 was the same in both kernels. What specific problems are you having? It seems player0 data has to be run in the loop every time with the multisprite kernel, so you can't do a simple "if counter = 20 then [draw sprite frame]." Since he is at the stage where he's using if-thens for animation at this time, he'd probably need to use something like "if counter < 11 then [draw sprite frame]", "if counter > 10 && counter < 31 then [draw sprite frame]", "if counter > 30 && counter < 41 then [draw sprite frame]" . . . Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 16, 2013 Share Posted June 16, 2013 I replied to my own post instead of editing it. Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted June 16, 2013 Share Posted June 16, 2013 I replied to my own post Playing with sock puppets, are we? I don't think I knew about player0 having to be defined each time through the loop with the multisprite kernel, or if I did then I'd forgotten because I haven't used it in so long. I would have thought that player0's pointers would be retained? But I see on your batari Basic page that it does say player0 needs to be (re)defined each time through the loop. Oh well. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 16, 2013 Share Posted June 16, 2013 I'm pretty sure I do the usual "load up the sprites before the main loop" thing in my smooth horizontal scrolling demo.. http://atariage.com/forums/topic/195843-smooth-horizontal-scrolling-demo/ Quote Link to comment Share on other sites More sharing options...
bogax Posted June 16, 2013 Share Posted June 16, 2013 I didn't have any trouble animating player0 and it doesn't define it each time through the loop Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 16, 2013 Share Posted June 16, 2013 I'm just going by what the bB page says: http://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#multikernel The multisprite kernel will not maintain sprite definitions for player 0 outside of the game loop, so player0 needs to be defined within the game loop. So that has been changed? Has anything else been changed? Quote Link to comment Share on other sites More sharing options...
bogax Posted June 16, 2013 Share Posted June 16, 2013 (edited) I'm just going by what the bB page says: http://www.randomter...tml#multikernel So that has been changed? Has anything else been changed? damn if I know I just know I didn't have any trouble with it it's defined in the game loop but only every eigth pass Edited June 16, 2013 by bogax Quote Link to comment Share on other sites More sharing options...
Cybearg Posted June 16, 2013 Share Posted June 16, 2013 Is it a problem that it has to be defined within the game loop? Personally, I've never considered it to be too wasteful of precious cycles to define sprites each frame. What's the issue? Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 17, 2013 Share Posted June 17, 2013 Is it a problem that it has to be defined within the game loop? Personally, I've never considered it to be too wasteful of precious cycles to define sprites each frame. What's the issue? Not so much an issues but a undocumented fix. Apparently the multi-sprite kernel had to constantly re-define player0 within the main game loop. This was fixed somewhere along the line but not documented. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 17, 2013 Share Posted June 17, 2013 Not so much an issues but a undocumented fix. Apparently the multi-sprite kernel had to constantly re-define player0 within the main game loop. This was fixed somewhere along the line but not documented. Do you think it's safe to remove from the bB page now? Or will somebody pop up with a version of bB where it is still true and wonder why the bB page doesn't mention it? Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted June 18, 2013 Share Posted June 18, 2013 Do you think it's safe to remove from the bB page now? Or will somebody pop up with a version of bB where it is still true and wonder why the bB page doesn't mention it? How about changing it to say that some versions of the bB multisprite kernel require player0 to be defined each time you go through the loop, so try defining player0 outside the loop first, and if that doesn't work then move it inside the loop. 2 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted June 18, 2013 Share Posted June 18, 2013 How about changing it to say that some versions of the bB multisprite kernel require player0 to be defined each time you go through the loop, so try defining player0 outside the loop first, and if that doesn't work then move it inside the loop. Thanks. I'll change that later tonight. Quote Link to comment Share on other sites More sharing options...
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