Nukey Shay, on Sun Jan 28, 2007 5:21 PM, said:
IIRC, the shield in Yar's is made of playfield pixels.
There are a number of things that can make the effect look better or worse. Sprite size, for example. Or "solid" vs. "outline" shapes. Background color vs. foregound color vs. sprite color as well. The only way to know for sure is to write or edit a demo kernal of what you have in mind...but the most common cartridge example would probably be something like Frogger (for small sprites) or Asteroids (for large sprites) to see the effect on a television.
BTW I've never heard of 30hz flicker regarded as "appalling" back in the day.
Do you have a means of viewing a demo running on real hardware (ala Supercharger or Krokocart)?
This is very helpful, thank you.
Although the shield in Yar's is made of big pixels, it sure does look like it's flickering at 30hz. I'm guessing it alternates with the mystery zone in the middle.
I need to nail down a real 2600 (all I have in the house at the moment is a Flashback II - hey, it was a gift, at least it's an emulation of the original machine, unlike the awful Flashback I)... and I need a way to load games to it, yes. My understanding is that the old-school supercharger is an ebay item, the cuttle cart is sold out forever, and the krokocart... I'd never heard of that before and it's very interesting. But I haven't found a home page for it, just some tantalizing references. Got more information?
My game ideally calls for ten fully independent player sprites. Har har har. In the real world, what I have so far is:
1. A set of three sprites which are independent except that they can't share scanlines (that works for my purposes).
2. A set of three additional sprites which are "slaved" to the first three in that they must share Y coordinates with the first three - but their X coordinates are independent.
3. Two "extra" sprites that are faked with NUSIZ0 but don't have any independent behavior. That's a viable compromise for me too.
4. The hard part: two truly independent sprites above and beyond all that. This is where I punted and went to 30hz flicker - the independent sprites are P0 and P1 of the second 30hz "phase," the other sprites are displayed in the first 30hz "phase."
Unfortunately missile or ball graphics wouldn't cut it for my purposes.
What I have now works, but I'm thinking I need to do some optimization of flicker to better justify using 30hz when it is truly needed. There are two independent sprites which could conceivably overlap the other sprite types, and that is the only time 30hz is needed. I'm pretty sure there are a maximum of five changes between the flickering and nonflickering behavior. So with subkernels...
I'm probably going into too much detail here, but yeah, I've got ideas. (:
Thanks again!