slampam Posted March 1, 2009 Share Posted March 1, 2009 OK, I'm stumped. According to this post sprites/missiles are used for the white backing of the Ms. Pac-Man ghost eyes. To make Crazy Otto ghosts I need to reduce the width or height of these little white buggers. Easier said than done - they don't even show up as bitmaps. I can make them blink, change color, vanish, separate from their ghosts (pictured)...everything but reduce their size. Is there some trick to manipulating (reducing) sprites? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 1, 2009 Share Posted March 1, 2009 If a missile is used for the "eye mask", it's width is controlled by the SIZEM register. Each 2-bit pair corresponds to the related player # (bits 0-1 = missile 0's width, etc). Search a disassembly for this equate and alter it's value. If a player is used for the mask, you would need to hunt the program itself for the area that stores the bitmap value to the sprite. Since you cannot find it in sprite definitions, it's probably an immediate value loaded directly. Be warned, however...because the mask is -expected- to be a specific width, sprites with eyes facing in certian ways may be missing this to show through the holes. In that case, you would need to also update missile position based on which direction the sprite is facing. Quote Link to comment Share on other sites More sharing options...
Rybags Posted March 1, 2009 Share Posted March 1, 2009 Wouldn't they just be used as underlays? In which case, the ghost definitions would be what you wanted to change. Quote Link to comment Share on other sites More sharing options...
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