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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 20:26
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
which kind ? player - level, sprite-sprite, sprite char bullet?

i found player-background the most annoying. eg walking on ground that isnt flat. and managing edges properly so you either dont get stuck, cant walk into the background, and dont hoover in the air. YUCK. special cases galore :(
2013-06-11 20:55
doynax
Account closed

Registered: Oct 2004
Posts: 212
Quoting Groepaz
i found player-background the most annoying. eg walking on ground that isnt flat. and managing edges properly so you either dont get stuck, cant walk into the background, and dont hoover in the air. YUCK. special cases galore
Amen :(

You start out thinking you'll just implement a simple, generic, scheme. A height-map for every character type indicating where the ground lies.
But gradually you get bogged down in details of handling objects with width and height, diagonal tile transitions, fast movement, animation glitches, and so on.

Feel free to share any tips on doing this cleanly and/or efficiently, I could certainly use them.

One cute, albeit rather limiting, trick if you've got a separate collision attribute map is to manually extrude the edges ahead of time and pretend that the player is a point-size object.
2013-06-11 21:04
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Quoting Groepaz
i found player-background the most annoying. eg walking on ground that isnt flat. and managing edges properly so you either dont get stuck, cant walk into the background, and dont hoover in the air. YUCK. special cases galore
Amen :(

You start out thinking you'll just implement a simple, generic, scheme. A height-map for every character type indicating where the ground lies.
But gradually you get bogged down in details of handling objects with width and height, diagonal tile transitions, fast movement, animation glitches, and so on.

Feel free to share any tips on doing this cleanly and/or efficiently, I could certainly use them.

One cute, albeit rather limiting, trick if you've got a separate collision attribute map is to manually extrude the edges ahead of time and pretend that the player is a point-size object.


Brr yeah, classic problem. Extruding the edge is what we did in Pinball Dreams! Anyway, I can only recommend implementing the algo in a simulator in a higher level language that works flawlessly, then port to asm. It requires a great deal of fiddeling.
2013-06-12 00:43
chatGPZ

Registered: Dec 2001
Posts: 11386
one particular annoying thing to get working right was having platforms on which you can jump by standing under them and jumping up through the gfx. this creates some great deal of interesting problems, considering the player can move horizontally at the same time, or hits an enemy on the platform (which throws him down or something like that). very easy to miss something there and then you can suddenly walk through gfx or get stuck or warped up a dozen pixels (because you hacked another problem away like that...)
i think we solved a bunch of things by fixing the leveldesign around the engines shortcomings there ..... =)
2013-06-12 08:35
Danzig

Registered: Jun 2002
Posts: 440
Quoting groepaz
i think we solved a bunch of things by fixing the leveldesign around the engines shortcomings there ..... =)


Cheater! =)
2013-06-12 08:49
Stone

Registered: Oct 2006
Posts: 172
I don't think that's cheating at all. You can spend your entire life thinking up and fixing pathological cases. It's time consuming enough already to write an engine for the c64...
2013-06-12 15:14
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
Cheater! =)

hehe. i think if you take a closer look at a couple of games... you will find out that all of them do it in one way or another =D
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