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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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2006-11-05 16:39
Sasq

Registered: Apr 2004
Posts: 155
As far as I can tell noone has mentioned the classic trick for making really fast software sprites; converting the bitmap to machine code.

You basically RLE-pack your graphics into code that draws itself. It's faster than any other soloution but clipping is tricky.

EDIT:

... hmm but that is probably not so good on the 6502 since you need relative adressing for that to work...
2006-11-05 20:52
Oswald

Registered: Apr 2002
Posts: 5031
code that draws itself? huh? :)
2006-11-05 21:10
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Yeah, fairly common on the Z80-based platforms - seen that called "compiled sprites" before now.
2006-11-05 21:14
Radiant

Registered: Sep 2004
Posts: 639
@T.M.R: It's generally the way to go for software "blitting" on more modern platforms as well. Not on 6502 though.
2006-11-05 22:12
Oswald

Registered: Apr 2002
Posts: 5031
well lda sta lda sta lda sta code is not a new innovation.
2006-11-06 22:51
PopMilo

Registered: Mar 2004
Posts: 145
Quote: I can't believe nobody has mentioned the noter to Irrational yet. :-)

Why "Irrational" ?

Because of the name? :)
2006-11-06 23:03
PopMilo

Registered: Mar 2004
Posts: 145
@Miked

Yes I made some more experiments but nothing great...

Im thinking about two aproaches:

1. To use software sprites made out of black chars for overlaying multicolor hardware sprites to get that "hires look" with colors... (They would have to be over blank areas of screen, rest of the background would be multicolor chars, scroll is easy to acomplish in this aproach)

or

2. To use multicolor soft sprites in graphic mode, overlayed on top with black hires hard sprites... but...but no scrolling because of the amount of data that would need to be moved.

I plan to try them and see what comes out of this...
Since Im planing a platform game, Im thinking maybe charmode sprites wouldnt be bad for a spray of bullets and some spectacular weapons made out of many small 2x2 char soft sprites (I really disslike those 8 pixel moving bulletts in many commodore games (even in my favourite "Turrican")

p.s. Great work on Xeo3, your blog is first thing to look at during morning coffe :)
2006-11-07 00:28
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: Why "Irrational" ?

Because of the name? :)


Count the sprites on the note part... =-)
2006-11-07 07:12
MikeD
Account closed

Registered: Jan 2006
Posts: 19
popmilo: I would also consider just adding more sprites so you can get rid of the the 8 sprites in a row limit - but this would depend on the game. I do like the idea of using them along with normal sprites to get a HIRES colour effect though.

You could use that delayed DMA thing to scroll the bitmap if you really wanted to - although I've heard its a bit unstable.

How many have you managed to get running?

2006-11-07 14:23
Cruzer

Registered: Dec 2001
Posts: 1048
Bubble Bobble is a good example of software sprites that are not just the usual shots moving 8 pixels per frame. This clearly would have been no success with only a multiplexor.
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