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Axel Account closed
Registered: Apr 2006 Posts: 42 |
Sprite multiplexer
I am trying to do simple multiplexer using "Zone split" technique. Something like this:
1 2
1 2
1 2
...
I found in codebase that: "The Y-coordinate for a sprite must have been set before the raster line reaches that Y-position, or the re-used sprite won't display at all" What does it mean?
I wrote this piece of code:
lda $d001
clc
adc #21
sta $d001
sta $d003
ldx spriteindex
lda frametable,x
sta $07f8
lda frametable+1,x
sta $07f9
txa
clc
adc #2
sta spriteindex
How exacly can I get it to work?
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Axel Account closed
Registered: Apr 2006 Posts: 42 |
I got the idea, but I don't know how to use it in code ;)
I made sprite multiplexer using multiple iterrupts and it works quite good but few virtual sprites aren't displayed,
it depends on raster line where I start reusing sprites. |
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Oswald
Registered: Apr 2002 Posts: 5094 |
you may be late by rewriting the Y coords then. the first line of each char row is a bad line meaning you have there 40 cycles less cpu time, maybe those are the specific lines things go wrong. |
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Axel Account closed
Registered: Apr 2006 Posts: 42 |
Yes you are right. I change sprite position a bit late, becouse of these badlines.
What is the solution? |
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assiduous Account closed
Registered: Jun 2007 Posts: 343 |
set the raster interrupt to trigger one line earlier and wait in a loop to change the Y pos when needed. or use CIA interrupts. |
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Skate
Registered: Jul 2003 Posts: 494 |
you can change sprites' Y position right after sprite is displayed but don't forget that you have to change the sprite address (which sprite data to be displayed) at the exact raster position. so, if you need all 8 sprites, change Y coordinates before the multiplexing position and change sprite addresses at the multiplexed raster position.
0: ******** <-- this is where first sprites are displayed
1: ++++++++ <-- this is where new Y coordinates are set. this line can be any line available between 1 and 20.
...
...
20: oooooooo <-- this is where you change sprite datas (at the end of the raster line)
21: ******** <-- our new sprites are shown here
22: goes same like "1:" |
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hollowman
Registered: Dec 2001 Posts: 474 |
This old thread is worth reading:
http://noname.c64.org/csdb/forums/index.php?roomid=11&topicid=3..
The half-shape trick is very nice |
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Axel Account closed
Registered: Apr 2006 Posts: 42 |
Thanks now it works :) |
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