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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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2006-04-25 10:34
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: where can i find the developers diary? wnever seen it before anna read it too! thx a lot!

T.


http://www.zzap64.co.uk/zzap99/lemmingsdiary1.html
2006-04-25 11:51
Burglar

Registered: Dec 2004
Posts: 1069
Quote: Did they claim 50 or 100 i forget...? There are demos pulling more objects at a better speed but Lemmings has a metric fuckload of other considerations it needs to take into account (is the lemming standing on something, should it drop, is it dead). Burglar did about fourty soft sprites in Troddlers too, that's got a very good frame rate.

For demos, DXYCPs are essentially soft sprite routines so they can hammer quite a bit around... i can't think of any "speed record" parts that write to bitmap though, most work into 32x8 or sometimes 40x6 character areas for speed. Fastest way possible is to have all the objects the same, that means they can swap around to do each other's jobs and similar tricks.


correct, Troddlers Preview V2, featuring 40 troddlers troddling around on a multicolor hires background, includes proper masking and the like. but the way I wrote it, it's kinda hogging up memory (needs 3 bitmaps in memory, one to remove troddlers from screen and 2 for bankswitching).

lemmings is different, theres no masking, the background is done in sprites, and the lemmings are chars/hires... dont like the spritebackground restriction that much...
2006-04-25 11:55
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Well, there's not many ways to do it better than the three bitmaps i'd have thought... although i've only really done soft sprites to character screens m'self (for the Commodore 264 series and Atari 8-bit). i think that, in the case of Lemmings the only other real option would've been to single screen the levels; personally, i'd have preferred that with bitmapping rather than the limited window scrolling but it would've taken a lot more work to re-mangle the levels down i s'pose...

And when did "troddle" become a verb? [Troddles off, looking ponderous... =-]
2006-04-25 12:22
PopMilo

Registered: Mar 2004
Posts: 145
I know Hires screen is obvious but its slow... Scrolling is very cpu intensive and stuff like that...

Im leaning towards sprites made out of chars, as you said on commodore 264 series..
I know there are games using 5-10 of this kind of sprites on commodore+4, even with scrolling ...

Would not make layers out of hardware sprites like lemmings did ... its to restrictive...

I guess one could make better looking graphics with black monochrome hardware sprite over multicolor software one? As long as they are far enough from each other and background they would be fine... Speed is problem...

I can not fight with the amount of data needeed to be put on screen, so only optimization as I see is in shifting:
1. slowest way is:
sprite to buffer
shift
buffer to screen

2. fastest way:
one out of 8 or 4 (depends if its multicolor) preshifted sprite definitions to screen.
But it eats to much mem...
One could use some sort of cache... ?

3. experiment:
if I make 3 or 4 tables called "left part of shifted byte" with corresponding "right part of shifted byte" that are 256 bytes long tables with values of index shifted 2,4 or 6 pixels. For shift 0 table is not needed but maybe would complicate stuff to much.
so:
put byte from sprite def.first column to x
put byte from sprite def. second column to y
take byte from tableLeft,index1
put on screen
take byte from tableRight,index1
ora with byte from tableleft,index2
put on screen
...?????

This just got to my mind... :) maybe its all bollocks :)

Will check troddlers and dinamite dan...
2006-04-25 13:44
Oswald

Registered: Apr 2002
Posts: 5076
Burglar, you write: "multicolor hires" hmm what screenmode is multicolor lowres then ?:D
2006-04-25 14:13
Steppe

Registered: Jan 2002
Posts: 1510
Oswald, are you talking about 8x8 FLI? Blocky, yet colourful! :D
2006-04-25 15:00
Burglar

Registered: Dec 2004
Posts: 1069
Quote: Burglar, you write: "multicolor hires" hmm what screenmode is multicolor lowres then ?:D

errr, multicolor bitmap ;)
2006-04-25 17:31
TDJ

Registered: Dec 2001
Posts: 1879
Quote: errr, multicolor bitmap ;)

Used to make the same mistake: always called bitmap screens 'hires pictures', even did a 'flashing hires scroll' once (which was actually a flashing bitmap scroll, ugly as hell and replaced by a version Compyx did for Not Worthy, but who cares).
2006-04-26 15:50
PopMilo

Registered: Mar 2004
Posts: 145
So:

Does anyone know fastest way to plot an 8x8 or 16x16 pixel sprite anywhere on some sort of "bitmap" screen ? (colors are not important right now) without 4 preshifted definitions for multicolor sprite...
2006-04-26 16:49
cadaver

Registered: Feb 2002
Posts: 1159
You could use a generic lookuptable for all possible shifts of all 256 possible data bytes? That'll waste initially more memory, but wins once you have a lot of animation frames..

If that's not OK, then shift manually..
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