Has anyone ever managed to get more than 8 sprites on one HORIZONTAL raster line? Having multple sprites on vertical lines is as old as the Atari gamesystem (1976)..
i love that people are still developing new things for old machines. i just built a game for the commodore PET 2001 (from 1977). Check it out /watch?v=LWNVUyuZhrk
@Dynamitarian Yep, it was 22. 7 of the sprites were multiplexed using a variation of the pigeon-sort routine and the other one was reserved as the player sprite to reduce flicker.
Yes there is. What you do is the way i did it (ORIGINALLY WITH THE 1001 CREW AND RATT) was to use the raster interrupts to the their full potential. You switch on 8 sprites then turn them off and the next 8 on and off and so on. It gave the illusion when you were doing them that quickly that it was possible to display more than 8. It was but by tricking the eye.
@neilandlyns This is only with basic multiplexing when you are organising the sprites in straight lines. When the rasters cross it usually done like this: Discern the vertical display order of the sprites with some sort of sort routine. After sorting set a raster split after every single sprite so the second it has finished being drawn the raster split changes its values to those of the next position. The grey lines in the border of this demo show where these splits happen.
Yes, it's totally usable. I currently use 24 hardware sprites and 16 software sprites (bullets) combination in my game prototype. Hopefully I'll have time to finish a playable prototype someday.
Thats very nice.... ;-) Its been a while since I did anything like this... the hard part was making the sort algorithm run fast... I tried a few different ideas... One of my friends came up with some self modifying code so that once you found your next sprite in the list, it would skip that check again by modifying the brach instruction !! - I only managed 16 sprites, with a custom sort.... Other sorts use half of the stack (ocean) to speed things up !! - Good work !! Cheers, Colin
Has anyone ever managed to get more than 8 sprites on one HORIZONTAL raster line? Having multple sprites on vertical lines is as old as the Atari gamesystem (1976)..
jci10 4 months ago
Just great! Any news about Your project?
BagoZonde 5 months ago
hey well done !
MouseFX 6 months ago
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i love that people are still developing new things for old machines. i just built a game for the commodore PET 2001 (from 1977). Check it out /watch?v=LWNVUyuZhrk
GreatNorthWeb 10 months ago
Looking forward for your game. BTW do you remember how many sprites had Armalyte Game on screen maximum?
Dynamitarian 1 year ago
@Dynamitarian Yep, it was 22. 7 of the sprites were multiplexed using a variation of the pigeon-sort routine and the other one was reserved as the player sprite to reduce flicker.
vapourmile 4 months ago
@vapourmile
Nice! Thanks for the info bro.. Pure 8-bit programming magick!
Dynamitarian 4 months ago
@Dynamitarian Armalyte max number of sprites on screen
2 for the players
16 enemies
4 enemy bullets
8 for the scores in the border
30 total
Dan Philips
Lead Pro
djmc277711 2 months ago
Really nice! Go ahead with the game!
otacke 1 year ago
Yes there is. What you do is the way i did it (ORIGINALLY WITH THE 1001 CREW AND RATT) was to use the raster interrupts to the their full potential. You switch on 8 sprites then turn them off and the next 8 on and off and so on. It gave the illusion when you were doing them that quickly that it was possible to display more than 8. It was but by tricking the eye.
neilandlyns 1 year ago
@neilandlyns This is only with basic multiplexing when you are organising the sprites in straight lines. When the rasters cross it usually done like this: Discern the vertical display order of the sprites with some sort of sort routine. After sorting set a raster split after every single sprite so the second it has finished being drawn the raster split changes its values to those of the next position. The grey lines in the border of this demo show where these splits happen.
vapourmile 4 months ago
Impressive.
MrMegazuki 1 year ago
you giving away the source code to it? or to a more basic 16 sprite multiplexor routine?
robbiew73 1 year ago
The question is if this is really usable in practise = GAMES... is there enough CPU speed / raster time.. otherwise its pretty useless...
maiki60fps 1 year ago
@maiki60fps
Yes, it's totally usable. I currently use 24 hardware sprites and 16 software sprites (bullets) combination in my game prototype. Hopefully I'll have time to finish a playable prototype someday.
SpacemanX1 1 year ago
@SpacemanX1
Man, I'd love to see what can be done with that level of multiplexing combined with software sprite bullets. :D
pressfiretostart 1 year ago
32 sprites?!?!?! Raster interruption is the best!
senorverde09 1 year ago
Thats very nice.... ;-) Its been a while since I did anything like this... the hard part was making the sort algorithm run fast... I tried a few different ideas... One of my friends came up with some self modifying code so that once you found your next sprite in the list, it would skip that check again by modifying the brach instruction !! - I only managed 16 sprites, with a custom sort.... Other sorts use half of the stack (ocean) to speed things up !! - Good work !! Cheers, Colin
Colin2084 2 years ago