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Forums > C64 Coding > Software sprites....
2006-04-24 10:16
PopMilo

Registered: Mar 2004
Posts: 145
Software sprites....

Does anybody have any expirience with software sprites?
Bobs?

In hires or char mode?

Games I susspect have something to do with software sprites:

Cybernoid for bullets...
Last ninja for masking main character (its not a software sprite, only hardware one masked, to show visibility...)
karnov
Astromarine corps
..,

What is record for these?
 
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2006-05-23 13:37
Oswald

Registered: Apr 2002
Posts: 5029
wvl, imho the prob is rather with the sines as bizz puts it.

I'm still against the general scene idea that beauty is in hires pixels and 50hz, no, the beauty is in your creativity :P :)
2006-05-24 09:29
PopMilo

Registered: Mar 2004
Posts: 145
Ok guys... You do realize this is just an experiment to practice rusty grey cells :)

But... after this experiment it looks like I should try the cache thing with preshifted sprites...

And there is still bitmap screen sprites to test...
2006-11-04 22:43
MikeD
Account closed

Registered: Jan 2006
Posts: 19
I know it was a while back now... but how did you get on with this? Software sprites have their place - even if its to allow you to stop HW sprite glitching by doing an offending one in software....
2006-11-05 09:02
Radiant

Registered: Sep 2004
Posts: 639
I can't believe nobody has mentioned the noter to Irrational yet. :-)
2006-11-05 10:11
MikeD
Account closed

Registered: Jan 2006
Posts: 19
Nice subtle effect. I have to say if someone managed to make say 7 or 8 extra sprites using software, it could change the nature of a (say) a shoot-em-up. You might not need a multiplexor. Being able to have 15-16 sprites in a row would change how a game flowed... Even if they were only 16x16's, could be interesting....
2006-11-05 10:57
Oswald

Registered: Apr 2002
Posts: 5029
multiplexers are and will always be much cheaper than software sprites. one of the key elements to the c64's success were the hardware sprites, overlooking their importance is unforgiveable.
2006-11-05 12:04
Danzig

Registered: Jun 2002
Posts: 430
@Oswald: reminds me of some software-sprite-routine on pc i faced at the party 94 that, after running stable for some minutes, started NOT to clear and replace the background... *lol*
fun to watch, looked little like unlimited bobs :D

on actual windows pcs, sprites are done with GPU power! (what makes it kindalike hardware ;) ) dont forget!
2006-11-05 13:49
chatGPZ

Registered: Dec 2001
Posts: 11148
Quote:
on actual windows pcs, sprites are done with GPU power! (what makes it kindalike hardware ;) ) dont forget!


many VGA cards actually have one "real" sprite - typically used for the mousepointer =)
2006-11-05 14:13
MikeD
Account closed

Registered: Jan 2006
Posts: 19
Oswald: I didn't say they weren't important, I just said that using software sprites on top of the normal ones gives games a certain advantage. And if you have 16 "objects" running around, you might not need it - depending on the game.

No matter how good you are, your not going to get 16 sprites in a line without using some sort of software sprite, and in games being able to do that would help a great deal. I'm all for using hardware to get the best from a machine, but depending on the game you might need a different approach. You shouldn't fixate on using hardware sprites only, or you miss all kinds of opportunities.
2006-11-05 16:39
Sasq

Registered: Apr 2004
Posts: 155
As far as I can tell noone has mentioned the classic trick for making really fast software sprites; converting the bitmap to machine code.

You basically RLE-pack your graphics into code that draws itself. It's faster than any other soloution but clipping is tricky.

EDIT:

... hmm but that is probably not so good on the 6502 since you need relative adressing for that to work...
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