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Score, variables and mathematics question


Coolcrab

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On 2/29/2024 at 12:24 AM, RevEng said:

The standard kernel is full, in terms of cycles per scanline, but also in terms of display objects. To display other items, like your values, you'd need to flicker them, using one frame to display a game object, and another frame to display the math value.

I'm looking for this section in Batari Basic to learn more about this, about numbers and shared sprites, I haven't found it yet.
Hypothetically speaking, if there was an optimization of the code and reduction of some animated effects, would this perhaps help so that there would be no flickering in the numbers presented?

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1 hour ago, alfredtdk said:

I'm looking for this section in Batari Basic to learn more about this, about numbers and shared sprites, I haven't found it yet.
Hypothetically speaking, if there was an optimization of the code and reduction of some animated effects, would this perhaps help so that there would be no flickering in the numbers presented?

What can be displayed is a function of the display kernel, though the 2600 has limits on how many players can arbitrarily be positioned on any one scanline. i.e. there are just 2 players, and their regularly spaced copies. There are some kernel tricks that can be employed, like in galaxian 2600, but it still doesn't allow "arbitrary" positioning of those player copies.

 

Have a look at using the bB multisprite or dpc+ kernels . Using those you can have more players on the screen, but you will still get flicker when you try to put more than 2 players on the same horizontal strip, because that's a 2600 fundamental limit.

 

If none of the alternate bB kernels are suitable, you'd need to learn assembly language and how to create your own display kernel. Even there you won't be able to get past the fundamental limits, but you can reuse objects as you see fit in different horizontal bands of the screen, which may or may not be helpful for your game design.

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