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PopMilo
Registered: Mar 2004 Posts: 146 |
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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algorithm
Registered: May 2002 Posts: 705 |
many methods of speeding up the software sprite plotting. precalculated pixel shifts of the main character, etc, then only something such as ora opcodes, etc |
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PopMilo
Registered: Mar 2004 Posts: 146 |
@MikeD: I mannaged to get 7 x 24x21 freely movable sprites with no predefined rotations in 50 fps (but with only 10 raster lines left free... :( ). And then I tried sprites with preshifted definitions (4 of them for every sprite) (aproximately 33% faster routine) and 8 is easy doable in this way.
Since Im planning platform game Im thinking to use this method because game objects would mainly walk on platforms or such. So I have to make animation frames for them anyway - and I can limit the movements to "steps". enemy robot similar to some kind of "walker" on two legs could walk in steps, and guess what? Those steps would be 4 pixels each :)
Same goes for flying objects and any other - they all need animation to look nice, so I just have to make those animations compatible with char boundaries...
p.s. Here is a draft of my main character :)
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HCL
Registered: Feb 2003 Posts: 728 |
COol. He's got a big.. whatever. |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Starts to sound/look promising. Please add a preview soon. |
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MikeD Account closed
Registered: Jan 2006 Posts: 19 |
Sounding pretty cool! When your not pre-shifting them, how do you go about rotating them?
Are they hires or multicolour? |
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PopMilo
Registered: Mar 2004 Posts: 146 |
@MikeD:
I use tables for each rotation, 256 bytes each (3 tables, no need for table if shift=0)
its all in previous post (35#)
Im using black hires software sprites over multicolor hardware sprites (this way I get to choose from 16 colors for each sprite, if I used chars for multicolored sprites I would have only first 8 colors...)
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MikeD Account closed
Registered: Jan 2006 Posts: 19 |
Ah...cool. That also means you just ORA the data in I guess, which would help quite a bit. Good idea.
Oh...I see, a table for each rotation. Mmm..I guess I have that too, I have a barrel shifter which rotates "X" pixels...so yeah. Just a slightly different way of looking at it.
Good though, nice and big as well. |
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Hein
Registered: Apr 2004 Posts: 954 |
Zone Ranger has some cool software sprites, not too smooth, but very fast.. Zone Ranger |
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PopMilo
Registered: Mar 2004 Posts: 146 |
Quote: Ah...cool. That also means you just ORA the data in I guess, which would help quite a bit. Good idea.
Oh...I see, a table for each rotation. Mmm..I guess I have that too, I have a barrel shifter which rotates "X" pixels...so yeah. Just a slightly different way of looking at it.
Good though, nice and big as well.
Well... :) I dont even ora with back :) I just sta.
All the backgrounds are empty... Light blue for outside spaces, and black for underground. And if there are details in the background like colums and wall sections, they are infront of sprites (like in DanDare), or some kind of fence wich is black also appears infront of sprites. This ofcourse needs masking so not much of this on one screen because its cpu intensive...
Mike: what do you mean with "barrelshifter"? I know how they work in hardware but wouldnt they be slow in software? Do you have a routine to ror part of mem? is it faster than my method? Hmmm.... Ill have to do some calculations... :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Any previews popmilo? |
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