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Forums > C64 Coding > Massively Interleaved Sprite Crunch
2016-12-19 20:28
lft

Registered: Jul 2007
Posts: 369
Massively Interleaved Sprite Crunch

I wrote a technical description of one of the new effects in Lunatico: Massively Interleaved Sprite Crunch (MISC).

Enjoy!
2016-12-19 20:45
Smasher

Registered: Feb 2003
Posts: 520
thanks for the article, master LFT! I'll read and read again your article till I will understand something! :)
just a question: did u have some cyles left in that part, like extending the effect in the upper or lower border could have be done?
2016-12-19 21:21
Zyron

Registered: Jan 2002
Posts: 2381
:O
2016-12-19 21:43
Frantic

Registered: Mar 2003
Posts: 1648
@LFT: I do agree with the statement you make at the end of that article!
2016-12-19 21:47
Perplex

Registered: Feb 2009
Posts: 255
Great article, and some very neat tricks. Thanks!

ZeSmasher: I guess extending to upper/lower borders would be hard, as you'd have to use the ghost byte to trigger scheduling, and those would cover all 3 bytes of every sprite row.
2016-12-19 22:26
Cruzer

Registered: Dec 2001
Posts: 1048
Thanx, much appreciated! I had no idea, sprite crunching was this complicated. Very impressive work.
2016-12-19 22:46
Glasnost
Account closed

Registered: Aug 2011
Posts: 26
Very nice. I love the sprite collision register is used to fast calculate the sprite crunch. Thats brilliant!
2016-12-20 02:53
Skate

Registered: Jul 2003
Posts: 494
Respect.
2016-12-20 06:30
ChristopherJam

Registered: Aug 2004
Posts: 1409
Agreed, very nice use of the collisions to encode the y expand values.
2016-12-20 23:36
Shadow
Account closed

Registered: Apr 2002
Posts: 355
This is some interesting stuff!
Although, I have to admit that my experience reading the article ended up a bit like this...
2016-12-21 06:08
Hein

Registered: Apr 2004
Posts: 954
Heh, ending with a naughty book flip? The passion.

Honestly, too complicated for me to implement too, but Linus's articles are very educational and interestingly written. I'm sure we'll see other implementations using the same techniques, but with a different approach and visual outcome. We, the spectators, will benefit too.
2016-12-21 09:21
Swoffa

Registered: Jan 2002
Posts: 17
Wow!!
2016-12-21 11:22
Shadow
Account closed

Registered: Apr 2002
Posts: 355
Quote: Heh, ending with a naughty book flip? The passion.

Honestly, too complicated for me to implement too, but Linus's articles are very educational and interestingly written. I'm sure we'll see other implementations using the same techniques, but with a different approach and visual outcome. We, the spectators, will benefit too.


Yes, that was of course tongue-in-cheek, the article is very well written., and after a couple of more read throughs I think I understand more and more.

The first time I read it though it was very much like the video. Started reading the "Background" part - "A sprite is a small piece of graphics, 24 x 21 pixels in size, that can be placed anywhere on the screen." and thought, yeah, this is surely 1+2=3 stuff, I'm gonna start skimming ahead a bit.
Then I ended up at the graph showing the connections and something about collision registers being used and whatnot and I quickly realized that I probably need to scroll back up to 1+2=3 again and start reading! :)
2016-12-21 12:34
HCL

Registered: Feb 2003
Posts: 728
Very nice!! :). The only thing that puzzles me is why you picked the loops of length 14, 17, 19 and 21. Does that really give you a smooth wobble effect? If i were to pick myself, i would probably have chosen 17-21, and possibly also 1, which could perhaps simulate a loop of length 22.

Then i understand that you probably need multiple versions of the font, plus the bitmap gfx.. hmm.. Video bank getting stuffed quickly.. :P.
2016-12-21 18:44
Magic

Registered: Sep 2012
Posts: 44
This article should have been released in a diskmag first! ;)
2016-12-24 10:11
Martin Piper

Registered: Nov 2007
Posts: 722
Lovely use of collision register to get what you need.
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