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Forums > C64 Coding > AGSP - how to use sprite pointers for both sprites and char gfx
2013-06-10 08:47
Oswald

Registered: Apr 2002
Posts: 5094
AGSP - how to use sprite pointers for both sprites and char gfx

just wondering, would it be possible to change screen after sprite pointers have been loaded and before badline operation ? that would solve the problem of visible sprite pointers :)

badline + 8 sprites that is. there is maybe 1-2 free cycle with RMW but where in the line? cant find vic article with google.

or maybe one could write a multiplexer which only allows 7 sprites where critical.
 
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2013-06-11 09:28
Oswald

Registered: Apr 2002
Posts: 5094
6 is pretty reasonable. it must be rare that in a typical platformer more than 6 will gang up on THAT specific line.

and when it happens, live with it, do the flicker :) the solution is much better give n take ratio than others. you can have more than 8 pixel / frame scrolling and still a LOT of cpu free for doing a tight multiplexer, many char sprites and what not, while having almost a fullscreen window.
2013-06-11 12:45
doynax
Account closed

Registered: Oct 2004
Posts: 212
Is the cost of just brute-force copying really all that high?

You could perform all sorts of raster tricks to speed this up or limit copying but eating away two sprites will be a significant limitation when it comes to level design, and complicating your display with this scheme is going to get in the way when you want to combine it with other special-case raster effects.

Just keep a cache of 8-16 fixed sprites/characters and only copy in new graphics on-demand when something changes. Replace the sprites lazily in the spare raster time even, with the old pattern kept until the new one is ready. That's what I do for copying/flipping my main character and you'll be hard-pressed to spot the difference.
2013-06-11 14:03
Oswald

Registered: Apr 2002
Posts: 5094
16 sprite with templates makes 32 sprites, thats 32 chars you also have to copy gfx in and keep track of that aswell. I'd rather go for only 6 sprites in some cases, and have all the cpu time no platformer ever had.

Tho I have to admit I've no experience on cpu demands of 2d scrolling games. maybe loosing time to sprite and char copying is not that crucial.
2013-06-11 14:27
doynax
Account closed

Registered: Oct 2004
Posts: 212
Quoting Oswald
16 sprite with templates makes 32 sprites, thats 32 chars you also have to copy gfx in and keep track of that aswell.
Templates? At minimum you need nine sprites/chars to do lazy updates cleanly. One for each hardware sprite plus the buffer for off-screen rendering.

Of course you may want a couple more to expand the cache and be able to reuse previously copied sprites more often but 32 seems rather excessive. Admittedly you're not getting around copying the character data when a sprite pattern or channel changes though.

The point is that animations are short, slow, and highly repetitive, so you can get away with doing very little actual work on average.

Quote:
I'd rather go for only 6 sprites in some cases, and have all the cpu time no platformer ever had.
Aside from Mayhem in Monsterland? ;)

Quote:
Tho I have to admit I've no experience on cpu demands of 2d scrolling games. maybe loosing time to sprite and char copying is not that crucial.
It depends. In my experience the real cycle eater, aside from traditional scrolling, is attempting general logic. That is modelling every actors as a generic physics object traversing the world, a flexible animation system linking together multi-sprite objects, etc.

Beyond that the problem is spreading the pain evenly. You're going to have a fair bit of trouble with certain frames being loaded down while the workload on others is relatively light, so anything work unit which can easy be spread over multiple frames or performed ahead of time during spare cycles is a big plus (the sprite cache above, scrolling, background loading, pre-rendered music and so forth.)
2013-06-11 16:12
Oswald

Registered: Apr 2002
Posts: 5094
with 32 I was thinking that each sprite needs a copy buffer - obviously not :)

mayhem had to copy d800 after scrolling 40 chars, thats quite a bottleneck, tho I dont see it doing anything that it really needed that VSP code. It could have been done with a couple of half unrolled screen&color copy code. there's not even more than 8 sprites on screen at once I think - and that tells a lot - having a rasterline where the sprite limit is 6 is certainly not a bad compromise.

btw not even 16 bit games kept track of actors offscreen (except some limits) for the usual platformer, thats an overkill imho. usually you just run through the world, you dont need them to have their on lives in it, you kill them or leave them behind and thats it.

anyway I really wish some time I will have the time and motivation and dive into the subject, generic ingame sprite multiplexing is a very cool problem to tackle, also having a player interacting with the level and other sprites, and bullets. hopefully one day I'll get my hands dirty with this... :)
2013-06-11 16:57
JackAsser

Registered: Jun 2002
Posts: 2014
@Doynax+oswald: I know I'm being lame and stupid now, but how does that solve the problem of visible sprite pointers in the GFX while AGSPing?
2013-06-11 17:13
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
generic ingame sprite multiplexing is a very cool problem to tackle, also having a player interacting with the level and other sprites, and bullets.

multiplexing is not hard - collisions are what gives you grey hair =P
2013-06-11 17:44
Oswald

Registered: Apr 2002
Posts: 5094
Quote: @Doynax+oswald: I know I'm being lame and stupid now, but how does that solve the problem of visible sprite pointers in the GFX while AGSPing?

you keep the sprite pointers constant, and change the sprite data instead, also redefine the constant chargfx as needed.
2013-06-11 17:48
Oswald

Registered: Apr 2002
Posts: 5094
Quote: Quote:
generic ingame sprite multiplexing is a very cool problem to tackle, also having a player interacting with the level and other sprites, and bullets.

multiplexing is not hard - collisions are what gives you grey hair =P


which kind ? player - level, sprite-sprite, sprite char bullet?
2013-06-11 18:13
doynax
Account closed

Registered: Oct 2004
Posts: 212
Quoting Oswald
mayhem had to copy d800 after scrolling 40 chars, thats quite a bottleneck, tho I dont see it doing anything that it really needed that VSP code. It could have been done with a couple of half unrolled screen&color copy code.
Huh.. I always assumed they did something more clever.
I've given AGSP a bit of thought myself but never managed to work out how to spread out the video matrix and color scrolling work very far.
I did have some success generating a 8x16 char-mode, allow for colour double buffering and halving the amount of data to copy.

Quoting Oswald
there's not even more than 8 sprites on screen at once I think - and that tells a lot - having a rasterline where the sprite limit is 6 is certainly not a bad compromise.
Yeah, you're probably right. Mayhem is very pretty but looking beyond that there isn't much tech behind it aside from the VSP.

Quoting Oswald
btw not even 16 bit games kept track of actors offscreen (except some limits) for the usual platformer, thats an overkill imho. usually you just run through the world, you dont need them to have their on lives in it, you kill them or leave them behind and thats it.
I was thinking more along the lines of maintaining "full" physics states for every actor on screen.

You can pretty easily special-case something like an enemy patrolling between two points on a piece of land with simple, fixed, animation in a minimal amount of cycles. Things get rather more expensive when you decide to allow the player to shoot them off of a cliff.

Quoting Oswald
which kind ? player - level, sprite-sprite, sprite char bullet?
Simply detecting basic bounding-box collisions between sprites is fairly easy. You've already got the sprites sorted for the multiplexer so parallel traverse the array looking possible collisions.
For bonus points read out the hardware collision register after each multiplexer IRQ and use that to filter candidates, if you're not doing overlays that is.

Reacting to the collisions in a clean way is a bit trickier but hardly insurmountable.

I've found background collision detection/handling rather more involved.

Quoting Oswald
you keep the sprite pointers constant, and change the sprite data instead, also redefine the constant chargfx as needed.
What Oswald said. To be more specific you reserve a couple of overlapping chars/sprites and use those as the visible pointers by copying in the appropriate graphics as-needed.

Hence the need for efficient caching. Obviously this only works in (non-ECM) char mode.
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