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Forums > C64 Coding > Software sprites....
2006-04-24 10:16
PopMilo

Registered: Mar 2004
Posts: 146
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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2006-05-22 08:53
PopMilo

Registered: Mar 2004
Posts: 146
Sorry man.... :(

My parents got ill ... I wasnt able to work on it as much as I thought...

But I'm Ok and am working on it as much as I can!

I got seven 24x21 pixel software sprites moving around at 50 fps! Its murphys law I guess :) Why isnt it 8 ? I miss just a few raster lines to make it 8 sprites... But I think it can be optimized enough to squeeze in 1 more....

But it will be difficult to do anything else in the few remaining lines... :(

But! since this is all without preshifted sprite definitions I am prety satisfied... :)

Ill try to put something together for this evening for you to see it in all of its glory! :)
2006-05-22 22:05
PopMilo

Registered: Mar 2004
Posts: 146
http://noname.c64.org/csdb/release/index.php?id=34110

There it is... :)

Not much... just a basic v0.1 routine rapped up with setup and loop...

No doublebuffering therefore the flickering... will be repaired in v0.2 :)

2006-05-23 08:18
Burglar

Registered: Dec 2004
Posts: 1101
question is, does it ORA or not?
2006-05-23 09:36
Oswald

Registered: Apr 2002
Posts: 5094
does not, it plots characters onto the screen, then copyes the sprite image into the chars. (from what I've seen).

looks slow to me. :-| Consider using the cache idea I've read on the plus4 forum mentioned here, might save you in the game if you have no memory to preshift. if you have memory you should preshift the shit outta it.
2006-05-23 10:44
Bizzmo
Account closed

Registered: Mar 2005
Posts: 82
Talking about "preshifting the shit outta it" - this is something that I was playing with a long long time ago...

http://www.dougroberts.co.uk/bizzmo/demos/rotation_bizz.prg
2006-05-23 11:32
WVL

Registered: Mar 2002
Posts: 902
Quote: Talking about "preshifting the shit outta it" - this is something that I was playing with a long long time ago...

http://www.dougroberts.co.uk/bizzmo/demos/rotation_bizz.prg


another good reason you should not do software sprites :D (in multicolor mode anyway) yuck!!! 2-pixel res in the x-movement looks really sucky here, the only way to disguise it is to move faster!

popmilo : your example is a good example why NOT to do software sprites.. 7 lousy sprites eating up all the rastertime... maybe you can do 1 behind the main character or something else, like the bullets, but this simple is not the way to go IMO..
2006-05-23 12:08
Bizzmo
Account closed

Registered: Mar 2005
Posts: 82
WVL: Yep, the 2x resolution issue is nasty! :-)

Personally, I feel that software sprite are not going to bethat practical for anthing more than bullets and missiles...
2006-05-23 12:18
cadaver

Registered: Feb 2002
Posts: 1160
Most Ocean games got along fine with 2-pixel sprite move X-resolution (it was embedded in the multiplexer code, to represent X-position with one byte only)

Also in MW4 :)
2006-05-23 12:28
Bizzmo
Account closed

Registered: Mar 2005
Posts: 82
(I must also confess that some of the jerky movement could be put down to my sin tables.... ahem)
2006-05-23 12:30
cadaver

Registered: Feb 2002
Posts: 1160
Yes.. pure sinus movement will likely be ugly with 2x resolution, so you're right there, but often in games you're trying to frantically stay alive and not think of that :)
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