ZippyRedPlumber Posted August 28, 2020 Share Posted August 28, 2020 The platforming game I'm working uses an effect similar to 2600 Pac-Man. If the player falls off to the bottom he doesn't die, he would appear at the top of the playfield. How can this be achieved? Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/ Share on other sites More sharing options...
Alena Posted August 28, 2020 Share Posted August 28, 2020 Interesting Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4618860 Share on other sites More sharing options...
+Karl G Posted August 28, 2020 Share Posted August 28, 2020 If you want it to be like Pac-Man where he disappears entirely before reappearing on the other side, that should be easy enough. Something like this for p0 and the standard kernel: if player0y >= player0height + 88 then player0y = 0 ; wrap from bottom to top if player0y > 200 then player0y = 87 ; wrap from top to bottom If you want it to appear on the other side pixel by pixel so that part of him is visible on the top and bottom at the same time, it would be more complicated - either you would use both players, or have several player definitions that are the entire height of the screen, and show the player disappearing from one end, and appearing on the other. This would take up a lot of ROM. It would probably be better do to it Pac-Man style. ? 2 Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4618883 Share on other sites More sharing options...
ZippyRedPlumber Posted September 6, 2020 Author Share Posted September 6, 2020 I'm using @Random Terrain's fake platformer as a base, how can I change the character from shooting objects to an animation of the character spinning? Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4626564 Share on other sites More sharing options...
ZippyRedPlumber Posted November 6, 2020 Author Share Posted November 6, 2020 BUMP: Further updates to my 2600 game are on my Atariage blog; Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4671411 Share on other sites More sharing options...
ZippyRedPlumber Posted August 30, 2021 Author Share Posted August 30, 2021 Does anyone know how to implement horizontal wraparound like in Joust & Mario Bros? Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4895583 Share on other sites More sharing options...
+Karl G Posted August 30, 2021 Share Posted August 30, 2021 Wraparound occurs automatically on the right edge of the screen. To wrap your sprite to the right, just increase the X coordinate until it appears all the way on the left edge, then change the X coordinate to 0. To wrap from the left edge to the right, you would change the X coordinate to the value where the sprite first begins to wrap after it is past the left edge. You will have to experiment with numbers to see what values work based on the width of the sprite, but something like: if player0x > 250 then player0x = 159 ; player wrapped to the left If your sprites can't go all the way to the screen edges because the playfield doesn't reach the screen edges, then you will need to settle for the sprite vanishing at one edge, and then appearing at the other edge all at once. This really isn't so bad for most games, though. Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4895747 Share on other sites More sharing options...
+Karl G Posted August 30, 2021 Share Posted August 30, 2021 Here's a quick and dirty wraparound example. wraparound.bas wraparound.bas.bin 1 Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4895761 Share on other sites More sharing options...
+Gemintronic Posted September 1, 2021 Share Posted September 1, 2021 Sometimes (especially with the multi sprite kernel) you just have to eyeball it. Sprite and virtual sprites can appear skewed from their x/y values. I usually end up making a simple "game" that moves a particular sprite around and use the score for tracking the coordinates. In my latest multi sprite attempt I found x = 20 to be a good wrap around value for medium stretched sprites. x = 140 to be the good wrap point at the opposite end. Sometimes you have to just brute force place a sprite and see if it displays properly. Of course, this is not the best advice and it's explained poorly. But, sometimes dumb, annoyingly manual methods get the job done. 1 Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4897359 Share on other sites More sharing options...
ZippyRedPlumber Posted September 17, 2021 Author Share Posted September 17, 2021 I plan on using score for lives and health, how can I add 2 scores like this? Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4906900 Share on other sites More sharing options...
+Karl G Posted September 17, 2021 Share Posted September 17, 2021 The playerscores minikernel will let you do a regular score plus player scores, with the right options set. Latest version of the minikernel is here: If you want two full six-digit scores scores, then the secondscore minikernel will work: 1 Quote Link to comment https://forums.atariage.com/topic/310644-wraparound-effect/#findComment-4906998 Share on other sites More sharing options...
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