Darthtom Posted January 30, 2021 Share Posted January 30, 2021 (edited) HI Guys, I just wrote an new one-line kernel for Batari Basic . Playfield could have any height, sprite is one-line resolution. Up to 4 sprites possible via flicker. Any suggest please. I attached a demo game ( Le Mans - start of the c64 game clone) Have a nice day Tom from Berlin lemans.bas.bin Edited January 30, 2021 by Darthtom 2 Quote Link to comment Share on other sites More sharing options...
Darthtom Posted January 30, 2021 Author Share Posted January 30, 2021 great addition to batari , one -line sprites rocks !! thank you Quote Link to comment Share on other sites More sharing options...
TheMajorHavoc Posted January 30, 2021 Share Posted January 30, 2021 Looking great so far! Do multi-color sprites work in your kernal? Quote Link to comment Share on other sites More sharing options...
Darthtom Posted January 30, 2021 Author Share Posted January 30, 2021 28 minutes ago, TheMajorHavoc said: Looking great so far! Do multi-color sprites work in your kernal? not yet, but it will be soon, when I found more cycles left to do it Quote Link to comment Share on other sites More sharing options...
+Karl G Posted January 30, 2021 Share Posted January 30, 2021 Pretty cool stuff. I'm guessing the playfield is in ROM? Is it a mirrored / repeated playfield instead of asymmetrical? Are you planning on releasing the supporting code for others to use as well? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted January 30, 2021 Share Posted January 30, 2021 I may be mistaken, but I believe this was talked about on @ZeroPage Homebrew's show a few months back. https://www.youtube.com/watch?v=0XePsHLZDkM Quote Link to comment Share on other sites More sharing options...
Darthtom Posted January 30, 2021 Author Share Posted January 30, 2021 2 hours ago, Karl G said: Pretty cool stuff. I'm guessing the playfield is in ROM? Is it a mirrored / repeated playfield instead of asymmetrical? Are you planning on releasing the supporting code for others to use as well? Yes , I will post the source code tommorrow, in case you can live without ball /missile0 , P0 could me multicolored- in 1 line res The playfield ist mirrored or repeated in rom , yes of course, there is no available ram . You can use PF1 + PF2 , also PFO in case you don't need ball / multicolored support Quote Link to comment Share on other sites More sharing options...
Darthtom Posted January 30, 2021 Author Share Posted January 30, 2021 37 minutes ago, splendidnut said: I may be mistaken, but I believe this was talked about on @ZeroPage Homebrew's show a few months back. https://www.youtube.com/watch?v=0XePsHLZDkM yes you are right, my early kernel was in the show Quote Link to comment Share on other sites More sharing options...
Darthtom Posted January 30, 2021 Author Share Posted January 30, 2021 i will write an tutorial to use this kernel out of batari basic. It's a complete rewriten multi sprite kernel tom 1 Quote Link to comment Share on other sites More sharing options...
Darthtom Posted January 30, 2021 Author Share Posted January 30, 2021 2 minutes ago, Darthtom said: Yes , I will post the source code tommorrow, in case you can live without ball /missile0 , P0 could me multicolored- in 1 line res The playfield ist mirrored or repeated in rom , yes of course, there is no available ram . You can use PF1 + PF2 , also PFO in case you don't need ball / multicolored support asymetrical playfield is nearly impossible in a 1 -line kernel without DPC + etc. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 30, 2021 Share Posted January 30, 2021 Very cool to see a new multi sprite kernel! Is it player0 and 3 virtual sprites using player1? Any chance for collision detection between sprites? i.e. collision(player0, player3) Also, any collision detection between sprites and playfield? i.e. collision(player2, playfield) Quote Link to comment Share on other sites More sharing options...
Darthtom Posted January 30, 2021 Author Share Posted January 30, 2021 (edited) i flickered p0 and p1 == 4 sprites the flicker is done with 30hz , that don't hurt your eyes too much collision with p0/p1 with playfield works, collision through sprites not, you have to check the borders ( it is shown in my demo game Le Mans) the ball is also flickered --> ball1 + ball2 and could have independent positions on x/y also you could tweak the nusiz registers during run time --> for resize or double / triple sprites lemans.bas.bin Edited February 5, 2021 by Darthtom new version 2 Quote Link to comment Share on other sites More sharing options...
Darthtom Posted February 5, 2021 Author Share Posted February 5, 2021 On 1/30/2021 at 7:11 PM, Darthtom said: 1-line sprite kernel with batari basic. Playfield PF1 and PF2 also with 1-line res. You can choose of different modi Modus 0 Add two flickered balls, at any height Modus 1 : add multicolor sprite support for p0 and flickered p0 Modus 2: colored playfield Modus 3: colored background Modus 4: add PF0 support the sprites must be all in the same height , it is done with sprite masking to reduce the cycles Greetings Tom On 1/30/2021 at 7:11 PM, Darthtom said: lemans.bas.bin 4 kB · 0 downloads lemans.bas.bin Quote Link to comment Share on other sites More sharing options...
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