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Flies and Hummingbirds


alfredtdk

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Looks like you modified the basic kernel to allow multi-colored sprites?

I have been working on a kernel change to allow full use of P0 (the 4 column on each side of the playfield) and allow 6 multi-colored sprites.
There is just not enough cycles, but is very close (2-3 cycles short)
I see in your game that the playfield color bleeds over to the next line.  I assume that was to give you more cycles to do multi-color sprites?  If so, I might try that.

Thanks

Mike

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6 hours ago, Mike_at_AEI said:

Looks like you modified the basic kernel to allow multi-colored sprites?

I have been working on a kernel change to allow full use of P0 (the 4 column on each side of the playfield) and allow 6 multi-colored sprites.
There is just not enough cycles, but is very close (2-3 cycles short)
I see in your game that the playfield color bleeds over to the next line.  I assume that was to give you more cycles to do multi-color sprites?  If so, I might try that.

Thanks

Mike

I was restricted  in one of the  kernel_options Chart because I needed a multicolored sprite (hummingbird) and no blank lines.

This is really cool, as currently we only have the DPC+ kernel for 10 multicolored sprites as the only option.

The bleeding is due to the kernel I'm using, to eliminate it I would have to remove this line from the playing field or use another kernel option.

I can send you a PM with the source code for analysis.

Edited by alfredtdk
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On 10/24/2024 at 11:20 PM, alfredtdk said:

I was restricted  in one of the  kernel_options Chart because I needed a multicolored sprite (hummingbird) and no blank lines.

This is really cool, as currently we only have the DPC+ kernel for 10 multicolored sprites as the only option.

The bleeding is due to the kernel I'm using, to eliminate it I would have to remove this line from the playing field or use another kernel option.

I can send you a PM with the source code for analysis.

Thanks.  That would be awesome.  My "adventure kernel" as I call it, would allow 5 multi-colored sprites, full PO, P1 and P2 playfield controls.  Playfield line by line options such as sprites in front, sprites behind, reflect playfield.
It requires a symmetrical line playfield (although with the reflect playfield option, you can do some interesting stuff).. and it all works, but the sprite movement is not smooth... I think the divide by 15 routine is taking too long at certain points.

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On 10/24/2024 at 4:36 PM, Mike_at_AEI said:

Looks like you modified the basic kernel to allow multi-colored sprites?

I have been working on a kernel change to allow full use of P0 (the 4 column on each side of the playfield) and allow 6 multi-colored sprites.
There is just not enough cycles, but is very close (2-3 cycles short)
I see in your game that the playfield color bleeds over to the next line.  I assume that was to give you more cycles to do multi-color sprites?  If so, I might try that.

Thanks

Mike

 

If you're looking at doing color multisprite then this thread might help as others (most notably Splendidnut) have worked on similar things and he in particular posted his modified multisprite  multicolor kernel for others to use.

 

 

As alfred already mentioned, his multicolor is a kernel option that comes at the cost of losing a missile for each due to CPU cycle timing restraints.    Same thing for the color bleed using PFcolors with some potential workarounds at RT's entry below.

 

https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kernop_pfcolors

 

 

 

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On 10/30/2024 at 11:45 AM, LatchKeyKid said:

 

If you're looking at doing color multisprite then this thread might help as others (most notably Splendidnut) have worked on similar things and he in particular posted his modified multisprite  multicolor kernel for others to use.

 

 

As alfred already mentioned, his multicolor is a kernel option that comes at the cost of losing a missile for each due to CPU cycle timing restraints.    Same thing for the color bleed using PFcolors with some potential workarounds at RT's entry below.

 

https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#kernop_pfcolors

 

 

 

 

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Yes, He (Philip AKA Spledidnut) and I have been chatting for some time about this.
His kernel is very good, but had a few limitations as a universal kernel. 
We were trying to fix a few bugs, but it got tough and neither of us has picked it up for months!
I still plan top crack that nut once PLAN B: A New Earth is done.

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