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104 Sprites   [2017]

104 Sprites Released by :
RasterDream

Release Date :
15 October 2017

Type :
C64 4K Intro

User rating:awaiting 8 votes (7 left)   See votestatistics

Credits :
Code .... Rudi of Darklite, RasterDream
Graphics .... Rudi of Darklite, RasterDream

Download :

Look for downloads on external sites:
 Pokefinder.org


Production Info
Submitted by Rudi on 15 October 2017
I know this many has been done before. Coding this was more of a personal goal on how many I could do in one day.

I started out with 16 multiplexed sprites, then after some hours I got to 72 which filled the entire screen. I knew I had to open the top and bottom borders to get room for more sprites. After opening the upper and lower borders it took a little tweaking to get a total of 104 multiplexed sprites appearing on the screen at once.

There is no need for any of those complicated explanations out there about basic multiplexed sprites... just: multiplex sprites on every raster interrupt by moving all 8-sprites accordingly. Thats all there is too it.

There are 8 sprites stacked horisontally and the multiplexing happens on every vertical line where we fire an interrupt.
So these 8 sprites are then "cloned" again and again until we reach the bottom. I thought I could display one more row of sprites but seemed like I hitted a wall. I dont know if we can display more using this technique.

The only acceptable sprite I could pixel was a shaded isometric cube. I am no graphic artist, so I don't have that much time to pixel that many sprites. I guess we also can change the sprite-pointers and get more than eight datasets for the sprites, or just copy new data inside the irq (if it is fast enough tho) - it hasn't been an intent for me to try out the latter however.
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