Cybearg Posted September 14, 2014 Share Posted September 14, 2014 On the Atari 2600, there are TIA registers that can be set to cause multiple instances of a single sprite to display in a horizontal row, like so: x1: x2: x3: This still only counts as one sprite because the kernel is just drawing the sprite three times in a row. Is there any equivalent of this for the Intellivision, or could it be added in somehow? This little trick can be enormously useful for making one sprite seem like a lot more, and while it's great that there are 8 sprites for the Inty, I have a few use cases that would supremely benefit from this functionality. Can it be done? Quote Link to comment https://forums.atariage.com/topic/229740-intybasic-multiples-of-sprites/ Share on other sites More sharing options...
intvnut Posted September 14, 2014 Share Posted September 14, 2014 There's a technical limitation on the Intellivision that prevents this. The STIC registers that control sprite positions are not accessible during active display. There's a small few-thousand cycle window when they're visible during vertical retrace, and then after that the CPU is blocked from access. This isn't an IntyBASIC limitation, but rather an Intellivision limitation. 1 Quote Link to comment https://forums.atariage.com/topic/229740-intybasic-multiples-of-sprites/#findComment-3072067 Share on other sites More sharing options...
intvnut Posted September 14, 2014 Share Posted September 14, 2014 There's a technical limitation on the Intellivision that prevents this. The STIC registers that control sprite positions are not accessible during active display. There's a small few-thousand cycle window when they're visible during vertical retrace, and then after that the CPU is blocked from access. This isn't an IntyBASIC limitation, but rather an Intellivision limitation. Actually, I think I was thinking of the TIA trick of repositioning a sprite after it had displayed to get multiple copies vertically. Still, it's an Intellivision limitation that each MOB appears in only one location on the screen in a given frame. Quote Link to comment https://forums.atariage.com/topic/229740-intybasic-multiples-of-sprites/#findComment-3072070 Share on other sites More sharing options...
Cybearg Posted September 14, 2014 Author Share Posted September 14, 2014 Noted, thanks. I'll just have to design around that limitation, then. Quote Link to comment https://forums.atariage.com/topic/229740-intybasic-multiples-of-sprites/#findComment-3072079 Share on other sites More sharing options...
intvnut Posted September 14, 2014 Share Posted September 14, 2014 Now that said, you can sometimes use background cards in place of MOBs / sprites, if you get creative updating the information in GRAM. I don't know if IntyBASIC offers any hooks for this, but it might be something interesting to add in the future. Space Patrol uses this heavily, along with a little bit of MOB multiplexing to get a large number of moving objects on-screen at once. For example, the forward-shooting bullet on the tank is actually a background card, not a MOB. Likewise for the rocks and craters. I don't know what you have specifically in mind for your game, but hopefully it goes well and you'll tell us all about it down the road. :-) 1 Quote Link to comment https://forums.atariage.com/topic/229740-intybasic-multiples-of-sprites/#findComment-3072122 Share on other sites More sharing options...
Recommended Posts
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.