KevKelley Posted December 7, 2021 Share Posted December 7, 2021 Every once and a while I screw something up in my code resulting in a graphical glitch where it looks like all the sprites are kind of stacked together, kind of like a totem pole. I had two questions. One, what exactly causes this, and two, what may be the quickest way to cause this. Usually I stumble across this by leaving something out while typing and I correct it quickly so I can't remember when this usually happens which is why I ask. Quote Link to comment https://forums.atariage.com/topic/328076-graphics-glitch-totem-pole-effect/ Share on other sites More sharing options...
+Gemintronic Posted December 9, 2021 Share Posted December 9, 2021 Without seeing the code that reproduces this I can only guess. Usually for me it's a matter of positioning the sprite waaaay down off the screen. With Al_Nafuurs sprite data sharing technique this also happens to player0 if you don't pad the top of the sprite data with a row of zeros. 1 Quote Link to comment https://forums.atariage.com/topic/328076-graphics-glitch-totem-pole-effect/#findComment-4962760 Share on other sites More sharing options...
Trip2018 Posted December 9, 2021 Share Posted December 9, 2021 I know if you overflow ram with pfres you can sometimes get a flash of it on screen. 1 Quote Link to comment https://forums.atariage.com/topic/328076-graphics-glitch-totem-pole-effect/#findComment-4962790 Share on other sites More sharing options...
KevKelley Posted December 9, 2021 Author Share Posted December 9, 2021 Next time it happens I'll be sure to save it. 1 Quote Link to comment https://forums.atariage.com/topic/328076-graphics-glitch-totem-pole-effect/#findComment-4962816 Share on other sites More sharing options...
KevKelley Posted January 20, 2022 Author Share Posted January 20, 2022 So playing around with Superchip and Multisprite I had this occur. Thought this was really cool specifically because it seemed to take the playfield data and it kind of matched up nicely. If I could figure out the specifics this could be useful for something. I imagine this is because of how the playfield data is stored in the multisprite kernel as normally when I have had this happen it seems to cycle the various sprite data. Quote Link to comment https://forums.atariage.com/topic/328076-graphics-glitch-totem-pole-effect/#findComment-4988802 Share on other sites More sharing options...
+Gemintronic Posted January 20, 2022 Share Posted January 20, 2022 As far as I know it's continuing to draw the sprite with whatever is in ROM - code, sprites and data of all sorts. I've used it for a Yars Revenge effect in Dead of Knight. As you add/change code the graphics will shift. So, it might be hard to reliably use it for more than a long, static-y column of jumble. 1 Quote Link to comment https://forums.atariage.com/topic/328076-graphics-glitch-totem-pole-effect/#findComment-4988870 Share on other sites More sharing options...
KevKelley Posted January 20, 2022 Author Share Posted January 20, 2022 44 minutes ago, Gemintronic said: As far as I know it's continuing to draw the sprite with whatever is in ROM - code, sprites and data of all sorts. I've used it for a Yars Revenge effect in Dead of Knight. As you add/change code the graphics will shift. So, it might be hard to reliably use it for more than a long, static-y column of jumble. Usually I always see a string of sprites and jumbled mess but this was the first time it was nice and clean and organized. Perhaps that had to do with how I setup the playfield to begin with so it just looked really nice but I suppose you are right. But maybe under a really specific situation could this be of use. Lol Just reading about using the sprite data for multiple sprites and then experiencing this made me rethink this post. 1 Quote Link to comment https://forums.atariage.com/topic/328076-graphics-glitch-totem-pole-effect/#findComment-4988911 Share on other sites More sharing options...
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