+Gemintronic Posted September 28, 2010 Share Posted September 28, 2010 This code actually works: player0: AUDF1 NUSIZ1 a b c score REFP0 COLUP0 end Makes a pig or dog face according to my imagination. Could using commands in sprite data this way save ROM space? Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 28, 2010 Share Posted September 28, 2010 (edited) No, it just takes the memory locations of each of those variables and sticks them in the rom table instead of real values. How about using your program code for sprite data like Yars Revenge did? rem the energy barrier has large areas of blank space because this is a short program datastart const datastarthi=(#>.datastart) player0x=50 player0y=90 player0height=90 player0pointerhi=datastarthi gameloop player0pointerlo=rand/2 COLUP0=rand REFP0=rand NUSIZ0=$07 drawscreen goto gameloop Edited September 28, 2010 by RevEng Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 28, 2010 Author Share Posted September 28, 2010 No, it just takes the memory locations of each of those variables and sticks them in the rom table instead of real values. How about using your program code for sprite data like Yars Revenge did? rem the energy barrier has large areas of blank space because this is a short program datastart const datastarthi=(#>.datastart) player0x=50 player0y=90 player0height=90 player0pointerhi=datastarthi gameloop player0pointerlo=rand COLUP0=rand NUSIZ0=$07 drawscreen goto gameloop Holy ham and bacon Batman! That's cool! I could exploit this in various evil ways methinks. This whole messing around with sprite data started because I wanted to combine head body and legs sprite data into one player sprite. Kind of a mix-and-match monster deal. Hopefully I can think of something using this example. Thanks! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 28, 2010 Share Posted September 28, 2010 This whole messing around with sprite data started because I wanted to combine head body and legs sprite data into one player sprite. Kind of a mix-and-match monster deal. Hopefully I can think of something using this example. Thanks! Check out this thread: http://www.atariage.com/forums/topic/126066-is-it-possible-to-insert-different-chunks-of-sprite-data-into-one-sprite/ Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 28, 2010 Author Share Posted September 28, 2010 This whole messing around with sprite data started because I wanted to combine head body and legs sprite data into one player sprite. Kind of a mix-and-match monster deal. Hopefully I can think of something using this example. Thanks! Check out this thread: http://www.atariage.com/forums/topic/126066-is-it-possible-to-insert-different-chunks-of-sprite-data-into-one-sprite/ Yeah, I saw that thread. SeaGtGruff was too brain fried to post examples unfortunately. But, I think that technique used RAM instead of combining sections of sprite data from ROM. Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 28, 2010 Share Posted September 28, 2010 Yeah, I saw that thread. SeaGtGruff was too brain fried to post examples unfortunately. But, I think that technique used RAM instead of combining sections of sprite data from ROM. Yup. With the stock bB kernels using RAM based data is the only way you can mix and match different parts of ROM data together in a single sprite. Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 28, 2010 Share Posted September 28, 2010 How about using your program code for sprite data like Yars Revenge did? I should correct myself before someone else does - yars did this with a playfield register - but otherwise it's a similar effect. Quote Link to comment Share on other sites More sharing options...
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