Jump to content
IGNORED

Animation and multisprite kernel?


Rabbit 2600

Recommended Posts

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]" . . .

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

  • Like 2
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...