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Ball, Missile copy/flicker limit questions.


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#51 BladeJunker OFFLINE  

BladeJunker

    Chopper Commander

  • 203 posts

Posted Tue Mar 27, 2012 5:11 PM

View PostSpiceWare, on Tue Mar 27, 2012 3:23 PM, said:

Also, you can change colors mid-screen, it is a bit tricky though. Video Cube changes the color of the playfield multiple times on each scanline:
Attachment Atari Video Cube (1982) (Atari).png

Attachment Atari Video Cube (1982) (Atari)_1.png

I changed the color of the playfield (using the SCORE bit that Tjoppen mentioned) to draw the kings a different color than the castle walls in Medieval Mayhem. Likewise you can see that I changed the color of the sprites during the scanline to display each score in the proper color.
Attachment Medieval Mayhem (NTSC).png

Attachment Medieval Mayhem (NTSC)_1.png

Yeah I would say I got a little "gun shy" with mid-line color change use after reading about its high costs but using it in combination with the SCORE bit would definitely have quite a few uses. Still I should consider color changes more so in the HUD graphics than I do. Unfortunately as a non programming type its been hard to gauge its kernel cost, the best I can do is to rate each "effect" with a level of difficulty and note any requirements that I need to cater to its use. :D

#52 BladeJunker OFFLINE  

BladeJunker

    Chopper Commander

  • 203 posts

Posted Wed May 16, 2012 2:27 PM

Is there any editors available for sprite construction using Missile0, Missle1, and the Ball in conjunction?

Context of uses:
-In general something to run visual tests with.
-Medium or Small secondary sprites on the same scanlines as the primary Player objects.
-Icons next to Player object based text.

Example info:
I tried to create a basic color code where in the lightest tone in Missile0, the medium tone is Missile1, and the darkest tone is the Ball. The big ghost sprite design uses some overlapping bit objects particularly around the eyes which doesn't show very well.

Any information will do, I don't know how practical bit constructed sprites are to the overall code kernel of a game.

Attached Thumbnails

  • M0_M1_BL_Editor.png


#53 theloon OFFLINE  

theloon

    Stargunner

  • 1,015 posts

Posted Thu May 17, 2012 6:41 AM

Quote

Is there any editors available for sprite construction using Missile0, Missle1, and the Ball in conjunction?

Anything that gloms all the drawable objects is gonna be highly specialized assembly - most likely custom code specifically for a particular screen. What you're looking for is what you'll have to hand-code for your paint program.

Edited by theloon, Thu May 17, 2012 6:42 AM.


#54 BladeJunker OFFLINE  

BladeJunker

    Chopper Commander

  • 203 posts

Posted Thu May 17, 2012 10:23 AM

View Posttheloon, on Thu May 17, 2012 6:41 AM, said:

Quote

Is there any editors available for sprite construction using Missile0, Missle1, and the Ball in conjunction?

Anything that gloms all the drawable objects is gonna be highly specialized assembly - most likely custom code specifically for a particular screen. What you're looking for is what you'll have to hand-code for your paint program.
Well I knew it was specialized but I was hoping someone had made an editor that did this task specifically and nothing more as in a non optimal generic kernel construct export that could be made trimmer afterwards when applied to actual game use? I admit raw optimal implementation is best but its kind of slow for testing of sprites that may or may not actually make it into a game based on there cycle overhead and the needs of the gameplay.




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