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3 copies of player with only 1 missile


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#1 Animan OFFLINE  

Animan

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Posted Fri Jun 10, 2011 3:06 PM

Is it possible to have 3 copies of player0, while having only one missile0?

The 3 player0's would be near the top, while missile0 is on the bottom. Any way to use some inline assembly to make this happen? And would it be possible to do the same thing with player1 and missile1 at the same time?

Here is a picture of what I want it to look like...

EDIT: In other words, I want:

Player0 at top to have NUSIZ0=$16

Missile0 at bottom to have NUSIZ0=$10

Attached Thumbnails

  • Concept.png

Edited by Animan, Fri Jun 10, 2011 3:13 PM.


#2 RevEng OFFLINE  

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Posted Fri Jun 10, 2011 4:44 PM

View PostAniman, on Fri Jun 10, 2011 3:06 PM, said:

Is it possible to have 3 copies of player0, while having only one missile0?

The 3 player0's would be near the top, while missile0 is on the bottom. Any way to use some inline assembly to make this happen? And would it be possible to do the same thing with player1 and missile1 at the same time?
With the standard bB kernel? No

With a custom kernel? Yes

With the DPC+ kernel or the multisprite kernel? Sort of...

You can achieve the same effect using different virtual sprites, provided the two sprites at the top don't occupy the same horizontal slice, just as you've drawn. If they overlap the horizontal slice sometimes, they'll flicker when they do.

Each virtual sprite has it's own virtual NUSIZ register, so you could use player2 and player3 at the top and missile0 and missile1 at the bottom.

#3 Animan OFFLINE  

Animan

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Posted Fri Jun 10, 2011 4:59 PM

View PostRevEng, on Fri Jun 10, 2011 4:44 PM, said:

View PostAniman, on Fri Jun 10, 2011 3:06 PM, said:

Is it possible to have 3 copies of player0, while having only one missile0?

The 3 player0's would be near the top, while missile0 is on the bottom. Any way to use some inline assembly to make this happen? And would it be possible to do the same thing with player1 and missile1 at the same time?
With the standard bB kernel? No

With a custom kernel? Yes

With the DPC+ kernel or the multisprite kernel? Sort of...

You can achieve the same effect using different virtual sprites, provided the two sprites at the top don't occupy the same horizontal slice, just as you've drawn. If they overlap the horizontal slice sometimes, they'll flicker when they do.

Each virtual sprite has it's own virtual NUSIZ register, so you could use player2 and player3 at the top and missile0 and missile1 at the bottom.

Mkay.

I have decided to just use the playfield instead of the players. Might lower the graphic detail, but it's far easier to handle.

If anyone does have a solution that involves the players, let me know.

Edited by Animan, Fri Jun 10, 2011 5:00 PM.





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