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More than Two Sprites?


2 replies to this topic

#1 jdrose OFFLINE  

jdrose

    Star Raider

  • 77 posts

Posted Wed Jan 11, 2012 1:32 PM

The 2600 only supports two missiles, two sprites (players), playfield and a ball.

However, many games seem to suggest that a good number of (non-blinking) sprites can be displayed at the same time. Having trouble doing that myself without inducing serious blink.

I am trying to get 15 examples of the same round object to display on the screen at once:

Org $FF00

SpriteData
.binary %00111100
.binary %01111110
.binary %11111111
.binary %11111111
.binary %11111111
.binary %11111111
.binary %01111110
.binary %00111100

I can do it but the blinking is terrible.

What are some of the programming concepts that allow more than two sprites to be cleanly displayed at once?

Thanks.

#2 GroovyBee OFFLINE  

GroovyBee

    7800 Developer

  • 5,782 posts
  • Busy bee!
  • Location:North, England

Posted Wed Jan 11, 2012 1:45 PM

You need a sprite multiplexer. If more than two sprites occupy the same scan lines then they need to be alternated between frames.

#3 SpiceWare ONLINE  

SpiceWare

    Quadrunner

  • 5,992 posts
  • Medieval Mayhem
  • Location:Planet Houston

Posted Wed Jan 11, 2012 2:04 PM

You need to reposition and reuse the sprites as the screen is being drawn. Using Stella's fixed debug colors* you can see how I do this in Frantic:

frantic_harmony.bin_106.png

frantic_harmony.bin_107.png

The maroon sprites are drawn using player 0, the other is player 1. At the bottom the 2 faint maroon ones are drawn using flicker as there's 3 sprites in the same area.



* toggle it via COMMAND-Comma on Mac or ALT-Comma on Linux/Windows




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