Sprites
Re: Sprites
Looks cute
- ibisum
- Wing Commander
- Posts: 1655
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- Location: Vienna, Austria
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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...
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?
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?
- coco.oric
- Squad Leader
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Re: Sprites
Nice routines, sprites are moving smoothly
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.