louisg Posted January 21, 2013 Share Posted January 21, 2013 (edited) Hi! I just started playing with Atari 2600 programming more seriously in the last week. I'd like to make a program that features a somewhat decent resolution logo bouncing around the screen. If I bounce it horizontally, the 48-pixel 6-digit-score-style routine seems very tricky to keep track of. I was wondering if there might be a routine that's maybe not as high quality but is easier to manage. I've even considered stooping to using only two quad-sized sprites, or maybe double-sizing but interlacing (venetian blinds style). But before I throw in the towel and do that: is there anything tricky I could do with maybe 3 or 4 sprites that'd be easier to manage? It seems like some games used 4-sprite routines and not 6-sprite routines (like Video Chess).. was that easier in some way? Any suggestions would help me a lot, as I'm pretty new to this. Oh, btw, here's my first 2600 effort. It's a 3d mapping routine: http://extentofthejam.com/road1.bin .. this is what I'm hoping to put the bouncing logo on. Edited January 21, 2013 by louisg Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted January 21, 2013 Share Posted January 21, 2013 I thought there was an old demo of a 48-bit "sprite" moving around the screen? I'm sure the code to that demo should be available somewhere-- I can't find it right now but IIRC it's called "Big Move" or something like that, by Eckhard Stolberg. Studying that code might give you some direction. Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted January 21, 2013 Share Posted January 21, 2013 Yep, bigmove is right. It's on minidig. In the demo section there is even a bouncing Amiga ball demo. You can also check my profile page for more bouncing stuff demos. Quote Link to comment Share on other sites More sharing options...
louisg Posted January 21, 2013 Author Share Posted January 21, 2013 Hmm, I was hoping for something simpler that might not need as much mid-scanline instructions. That's why I was thinking maybe 4 sprites instead of 6. I'm actually pretty curious about Video Chess, but haven't looked at a disassembly yet. But is there something about the way they're doing it that makes it less tight timing-wise? Maybe just the wider spacing? Their technique needs a lot of CPU attention during the scanline too, right? Or maybe they're avoiding the use of vdel? I noticed that the Sega games have that logo in the middle of their title screen which is also a 4-sprite configuration. There must be some simpler-code advantage there... Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 21, 2013 Share Posted January 21, 2013 I love the road effect but if you have the CPU cycles free maybe you could darken the colours at the horizon. The alternating coloured horizontal lines seemed a bit too distracting to me. Quote Link to comment Share on other sites More sharing options...
louisg Posted January 21, 2013 Author Share Posted January 21, 2013 I love the road effect but if you have the CPU cycles free maybe you could darken the colours at the horizon. The alternating coloured horizontal lines seemed a bit too distracting to me. Yeah the alternating lines is more "old school arcade" style, but I plan to make it so you can wrap any 1d texture on, add haze if I can (like you mentioned), and maybe try other shapes like cylinder. Lots of logo possibilities with that one Not to derail the topic at hand... Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 21, 2013 Share Posted January 21, 2013 Yeah the alternating lines is more "old school arcade" style, but I plan to make it so you can wrap any 1d texture on, add haze if I can (like you mentioned), and maybe try other shapes like cylinder. Lots of logo possibilities with that one Its a very good effect. It was just those few lines at the horizon chopping and changing that draws the eye to them. If they were darker at the point you'd hardly notice it. Quote Link to comment Share on other sites More sharing options...
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