Added: 2 years ago
From: SpacemanX1
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  • 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)..

  • Just great! Any news about Your project?

  • hey well done !

  • Looking forward for your game. BTW do you remember how many sprites had Armalyte Game on screen maximum?

  • @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

    Nice! Thanks for the info bro.. Pure 8-bit programming magick!

  • @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

  • Really nice! Go ahead with the game!

  • 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.

  • Impressive.

  • you giving away the source code to it? or to a more basic 16 sprite multiplexor routine?

  • The question is if this is really usable in practise = GAMES... is there enough CPU speed / raster time.. otherwise its pretty useless...

  • @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

    Man, I'd love to see what can be done with that level of multiplexing combined with software sprite bullets. :D

  • 32 sprites?!?!?! Raster interruption is the best!

  • 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

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