Steril707, on Thu Aug 16, 2007 8:21 PM, said:
Well, i know...But wouldn't that mean i have to flicker them, if they are on the same scanline?
Why wait for the next scan line before rewriting a sprite? The popular 'six digit score trick' sets both players for three copies close and positions Player 1 eight pixels to the right of Player 0. Vertical delay is enabled for both sprites. Before the beam reaches the first copy of Player 0, the program hits GRP0 with the first shape, GRP1 with the second shape (copying GRP0 into the player 0 shifter), and GRP0 with the third shape (copying GRP1 into the player 1 shifter). The registers X, Y, and accumulator hold the other three shapes. Just after the beam finishes scanning Player 0, the code should store the fourth shape into GRP1 (copying GRP0 into shifter 0), the fifth shape into GRP0 (copying GRP1 into shifter 1), the sixth shape into GRP1 (copying GRP0 into shifter 0) and anything into GRP0 (copying GRP1 into shifter 1). Since the beam moves nine pixels during each store, the beam will move 27 pixels between the first and last of those four stores. There are 32 pixels between the end of the first Player 0 copy and the start of the last Player 1 copy, so things work with one cycle to spare.