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Lots of sprites - but why is one row missing?


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#1 Fort Apocalypse OFFLINE  

Fort Apocalypse

    Stargunner

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Posted Wed Feb 6, 2008 9:58 PM

Trying for 10 rows of sprites, but there are only 7. I would think one row may be out of bounds, but the row missing in the middle looks suspicious.

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Edited by Fort Apocalypse, Wed Feb 6, 2008 9:59 PM.


#2 SeaGtGruff OFFLINE  

SeaGtGruff

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Posted Thu Feb 7, 2008 5:54 PM

View PostFort Apocalypse, on Wed Feb 6, 2008 10:58 PM, said:

Trying for 10 rows of sprites, but there are only 7. I would think one row may be out of bounds, but the row missing in the middle looks suspicious.
One possibility is that you need to use different "register" names for player1, because NUSIZ1 and COLUP1 are going to be wiped out by the multisprite kernel. If you check the bB help manual, I believe you must put an underline in front of them (_NUSIZ1 and _COLUP1). So basically the player1 row *is* being drawn, but since you never set _NUSIZ1 and _COLUP1, they have defaulted to 0, so you get 1 copy, normal size, drawn in black-- the same color as the background, so that particular row is invisible! :)

Michael

#3 SeaGtGruff OFFLINE  

SeaGtGruff

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Posted Thu Feb 7, 2008 6:58 PM

View PostSeaGtGruff, on Thu Feb 7, 2008 6:54 PM, said:

you must put an underline in front of them (_NUSIZ1 and _COLUP1).
Doing that now displays nine rows, so the tenth row must be positioned too high for it to display (in the multisprite kernel, if you position a player too high, it will disappear-- maybe too low as well).

Michael

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#4 SeaGtGruff OFFLINE  

SeaGtGruff

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Posted Thu Feb 7, 2008 7:15 PM

With the height of your player5 sprite, the highest y value you can go to is 80-- setting player5y to 81 or higher will cause player5 to disappear. And if player5 gets too close to player4, it won't display, because it will be flickered, but then you're displaying it only every other frame anyway. So I adjusted the highest y value to 80, and adjusted the others so the rows are separated by 8 instead of 9. Now all 10 rows of UFOs are visible.

Michael

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#5 Fort Apocalypse OFFLINE  

Fort Apocalypse

    Stargunner

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Posted Fri Feb 8, 2008 5:45 AM

View PostSeaGtGruff, on Thu Feb 7, 2008 8:15 PM, said:

With the height of your player5 sprite, the highest y value you can go to is 80-- setting player5y to 81 or higher will cause player5 to disappear. And if player5 gets too close to player4, it won't display, because it will be flickered, but then you're displaying it only every other frame anyway. So I adjusted the highest y value to 80, and adjusted the others so the rows are separated by 8 instead of 9. Now all 10 rows of UFOs are visible.

Michael

Thanks, Michael! Man I really screwed up by forgetting about the player1 sprite in multikernel needing the underscores and thanks for the spacing treatment too!

Awesome!




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