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Forums > C64 Coding > Massively Interleaved Sprite Crunch
2016-12-19 20:28
lft

Registered: Jul 2007
Posts: 369
Massively Interleaved Sprite Crunch

I wrote a technical description of one of the new effects in Lunatico: Massively Interleaved Sprite Crunch (MISC).

Enjoy!
 
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2016-12-21 09:21
Swoffa

Registered: Jan 2002
Posts: 17
Wow!!
2016-12-21 11:22
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Quote: Heh, ending with a naughty book flip? The passion.

Honestly, too complicated for me to implement too, but Linus's articles are very educational and interestingly written. I'm sure we'll see other implementations using the same techniques, but with a different approach and visual outcome. We, the spectators, will benefit too.


Yes, that was of course tongue-in-cheek, the article is very well written., and after a couple of more read throughs I think I understand more and more.

The first time I read it though it was very much like the video. Started reading the "Background" part - "A sprite is a small piece of graphics, 24 x 21 pixels in size, that can be placed anywhere on the screen." and thought, yeah, this is surely 1+2=3 stuff, I'm gonna start skimming ahead a bit.
Then I ended up at the graph showing the connections and something about collision registers being used and whatnot and I quickly realized that I probably need to scroll back up to 1+2=3 again and start reading! :)
2016-12-21 12:34
HCL

Registered: Feb 2003
Posts: 728
Very nice!! :). The only thing that puzzles me is why you picked the loops of length 14, 17, 19 and 21. Does that really give you a smooth wobble effect? If i were to pick myself, i would probably have chosen 17-21, and possibly also 1, which could perhaps simulate a loop of length 22.

Then i understand that you probably need multiple versions of the font, plus the bitmap gfx.. hmm.. Video bank getting stuffed quickly.. :P.
2016-12-21 18:44
Magic

Registered: Sep 2012
Posts: 44
This article should have been released in a diskmag first! ;)
2016-12-24 10:11
Martin Piper

Registered: Nov 2007
Posts: 722
Lovely use of collision register to get what you need.
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