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Is there a limit to sprite size?


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#1 godzillajoe OFFLINE  

godzillajoe

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Posted Wed Apr 18, 2007 4:08 PM

I have an idea for a Hangman style game (more like strip poker really) with the player losing clothing down to their underwear and was going to draw that player using playfield graphics but that might look a bit too clunky

How would you guys approach it?

Can it be done using sprite data or would it be a flickery mess?

How did they do it in Coconuts?

Something like that except maybe with the guy facing towards you instead of turned sideways would be perfect

Is it do-able?

That player would never move but other stuff would be happening on screen around them

#2 supercat OFFLINE  

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Posted Wed Apr 18, 2007 4:42 PM

View Postgodzillajoe, on Wed Apr 18, 2007 5:08 PM, said:

Can it be done using sprite data or would it be a flickery mess?

It's easy if the person is no more than 16 pixels wide (just put two sprites side-by-side). To go wider than that, you would need a custom kernel. If you use one, you can get up to 48 pixels/line with one color per line, or you can get 24 pixels per line with the middle eight pixels having one color on each line and the outer eight on each side having a different color.

It may be possible to combine playfield graphics, players, and missiles to achieve larger designs, but the code would need to be worked around the exact design.

#3 Nukey Shay OFFLINE  

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Posted Wed Apr 18, 2007 6:30 PM

No flicker required (as the previous post mentioned). To make things better-looking, you could use single-frame 30hz flicker on a modified 6-digit score routine. That would give you a multicolor image @ 48 pixels wide (and there's 3 cycles to spare if you want to try to change color data mid-scanline). A code example for standard 6-digit score can be downloaded from the Minidig archive...but can be modified to save a few more cycles (using LAX and/or TXS/TSX). Within the program, a check should be done whether the next frame will be odd or even...and alter the display pointers appropriately to display bitmaps specific for that color frame. Still more cycles can be saved if you use a custom display loop for each seperate image (you'd no longer need indirect gfx reads...saving 1 cycle per sprite).
http://www.qotile.ne...dig/tricks.html

A multicolor demo of a clown image was done by Thomas Jentzsch...assembly here:
http://www.qotile.ne...idig/demos.html

Edited by Nukey Shay, Wed Apr 18, 2007 6:50 PM.


#4 Cybergoth OFFLINE  

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Posted Fri Apr 20, 2007 7:23 AM

View Postgodzillajoe, on Wed Apr 18, 2007 10:08 PM, said:

How did they do it in Coconuts?

Something like that except maybe with the guy facing towards you instead of turned sideways would be perfect

Like this?
Posted Image

#5 godzillajoe OFFLINE  

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Posted Fri Apr 20, 2007 11:27 AM

Oh yeah. Almost exactly like that. :)

I'll poke around at the examples Nukey posted and see if I can figure anything out.

Thanks guys!

Edited by godzillajoe, Fri Apr 20, 2007 11:27 AM.





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