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Can a tall rectangular sprite be made of copies of one row?


Random Terrain

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Instead of using this:


   player0:
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
   %00001111
end



Could this be used instead:

   player0:
   %00001111
end



Then a small amount of special code to make it repeat on the screen 87 more times would be added. If the special code didn't take up much room, it would save ROM space.
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Interesting topic RT, fine grain sprite loading is a useful addition to sprite definitions that would be cool to add to bB.

 

In this vwB example one sprite is defined as you described and the other is loaded from a sprite definition table, both in the same loop to save space.

 

for j=0 to 7:player1(j)=%10111101:player0(j)=pl(j):next j

 

I used this code structure in Tournament:

http://atariage.com/forums/topic/247971-basic-tenliners-contest-2016/?p=3448672

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That functionality would either require a custom kernel, or would constrain your bB game to a format with added RAM, RT.

 

If you choose an added RAM format, you can follow SeaGtGruff's RAM players instructions, and just populate with a loop. IMO it's a niche case, and your players need to be fairly tall for it to pay off, so it's not super handy.

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That functionality would either require a custom kernel, or would constrain your bB game to a format with added RAM, RT.

 

If you choose an added RAM format, you can follow SeaGtGruff's RAM players instructions, and just populate with a loop. IMO it's a niche case, and your players need to be fairly tall for it to pay off, so it's not super handy.

Thanks. I'm trying to keep from going over 4k while using the standard kernel and kernel options, so I'll just use the tall sprite.

 

 

 

Come at it from a different direction - use a 4x missile for the tall sprite, use the player for whatever you would have used the missile for.

Thanks. The kernel options in the program I'm trying to finish cause the loss of missile1 and missile0. Here is the note I have to myself about it in my program:


   ;****************************************************************
   ;
   ;  The kernel options below cause the loss of missile1 and
   ;  missile0.
   ; 
   ;  But the missiles can be used as top to bottom strips using
   ;  ENAM0 = 2 and ENAM1 = 2 and turned off using ENAM0 = 0 and
   ;  ENAM1 = 0. (ENAM0{1} = 1 and ENAM1{1} = 1 can also be used.)
   ;  The colors of a multi-colored sprite will show up in the
   ;  missile at the same horizontal position. It can be used as a
   ;  bonus item at the side away from the playfield pixels (the
   ;  whole strip will cover up part of the playfield). You must
   ;  be careful because the missile can be touched from top to
   ;  bottom, not just at the spot where you see color.
   ;
   set kernel_options player1colors no_blank_lines pfcolors


Player1 is a multicolored sprite and the missile1 strip is used as a bonus item. Player0 is used as the left border and the missile0 strip is used as the right border.

 

post-13-0-80707000-1458382660.gif

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  • 11 months later...

Thanks. I'm trying to keep from going over 4k while using the standard kernel and kernel options, so I'll just use the tall sprite.

 

 

 

Thanks. The kernel options in the program I'm trying to finish cause the loss of missile1 and missile0. Here is the note I have to myself about it in my program:


   ;****************************************************************
   ;
   ;  The kernel options below cause the loss of missile1 and
   ;  missile0.
   ; 
   ;  But the missiles can be used as top to bottom strips using
   ;  ENAM0 = 2 and ENAM1 = 2 and turned off using ENAM0 = 0 and
   ;  ENAM1 = 0. (ENAM0{1} = 1 and ENAM1{1} = 1 can also be used.)
   ;  The colors of a multi-colored sprite will show up in the
   ;  missile at the same horizontal position. It can be used as a
   ;  bonus item at the side away from the playfield pixels (the
   ;  whole strip will cover up part of the playfield). You must
   ;  be careful because the missile can be touched from top to
   ;  bottom, not just at the spot where you see color.
   ;
   set kernel_options player1colors no_blank_lines pfcolors


Player1 is a multicolored sprite and the missile1 strip is used as a bonus item. Player0 is used as the left border and the missile0 strip is used as the right border.

 

post-13-0-80707000-1458382660.gif

 

Couldn't you save p0 and missile0 and use PF0=128 for the vertical borders?

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Couldn't you save p0 and missile0 and use PF0=128 for the vertical borders?[/size]

That was an older post. I'm only using the missile now for the borders. PF0 won't show a full border because of the thin line trick:

 

atariage.com/forums/topic/253089-gyvolver/

 

Use the left difficulty switch to turn PF0 off and on and you'll see what I mean.

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