![Smile :)](./images/smilies/icon_smile.gif)
Sprites
Re: Sprites
Looks cute ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- ibisum
- Wing Commander
- Posts: 1655
- Joined: Fri Apr 03, 2009 8:56 am
- Location: Vienna, Austria
- Contact:
Re: Sprites
Very cute looking - I like the monochrome effect of having motion on top of black/white background .. will be curious to see where you go with this.
Re: Sprites
@Ibisum
It is a version of a game that was originaly coded for the ZX Spectrum.
Here you can check out my Commodore 64 port: http://www.youtube.com/watch?v=vp73Ls-Ovxw
It is a version of a game that was originaly coded for the ZX Spectrum.
Here you can check out my Commodore 64 port: http://www.youtube.com/watch?v=vp73Ls-Ovxw
Last edited by Iapetus on Tue Dec 10, 2013 3:24 pm, edited 1 time in total.
Re: Sprites
Looks really nice! Congrats.
Re: Sprites
Thanks,Chema wrote:Looks really nice! Congrats.
But just the sprite engine, gfx and level data are eating most of the memory, I would prefer to go for the tape version but it seems inevitable that it should move to disc version only.
- barnsey123
- Flight Lieutenant
- Posts: 379
- Joined: Fri Mar 18, 2011 10:04 am
- Location: Birmingham
Re: Sprites
I'm sure you'll find some memory somewhere...just keep looking and thinking... ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
Re: Sprites
The animation is so smooth really.
I wonder if sprite motor can be arranged to use under basic as if we are using sprites in c64?
So, for example : Lets say we have a machine code routine in memory and graphic data in somewhere else.
- Put sprite graphic data into predefined area
- Determine X and Y coordinates in memory
- Call machine code routine to show up sprite
This way, many games can be programmed easily with even basic using same algorithm
Lets say
10 POKE 0,1 ' SET SPRITE 1 : ON. This could be binary. For example 2 means only sprite 2 is on, 3 = sprite 1 and 2 is on, 4 = sprite 3 is on etc..
20 POKE 1,100 ' X coordinate of sprite 1
30 POKE 2,150 ' Y coordinate of sprite 1
40 CALL #1000 ' Put sprites to the screen according to defined memory locations
50 D-PEEK(5) ' Set 1 if sprite 1 is collided with something etc..
Like this..
I know its not easy as I wanted to explain but wouldn't be excellent for us who are not talented for machine code programming as you?![Smile :)](./images/smilies/icon_smile.gif)
I wonder if sprite motor can be arranged to use under basic as if we are using sprites in c64?
So, for example : Lets say we have a machine code routine in memory and graphic data in somewhere else.
- Put sprite graphic data into predefined area
- Determine X and Y coordinates in memory
- Call machine code routine to show up sprite
This way, many games can be programmed easily with even basic using same algorithm
Lets say
10 POKE 0,1 ' SET SPRITE 1 : ON. This could be binary. For example 2 means only sprite 2 is on, 3 = sprite 1 and 2 is on, 4 = sprite 3 is on etc..
20 POKE 1,100 ' X coordinate of sprite 1
30 POKE 2,150 ' Y coordinate of sprite 1
40 CALL #1000 ' Put sprites to the screen according to defined memory locations
50 D-PEEK(5) ' Set 1 if sprite 1 is collided with something etc..
Like this..
I know its not easy as I wanted to explain but wouldn't be excellent for us who are not talented for machine code programming as you?
![Smile :)](./images/smilies/icon_smile.gif)
- coco.oric
- Squad Leader
- Posts: 720
- Joined: Tue Aug 11, 2009 9:50 am
- Location: North of France
- Contact:
Re: Sprites
Nice routines, sprites are moving smoothly
![Cool 8)](./images/smilies/icon_cool.gif)
![Cool 8)](./images/smilies/icon_cool.gif)
coco.oric as DidierV, CEO Member
Historic owner of Oric, Apple II, Atari ST, Amiga
Historic owner of Oric, Apple II, Atari ST, Amiga
Re: Sprites
Thank you all for the nice words / encouragement. ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)