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6 digit score without using VDEL


SpiceWare

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I was playing Time Warp last night for the HSC and realized their 6 digit score routine doesn't use VDEL.

post-3056-0-45086600-1375634396_thumb.jpg

 

post-3056-0-35841500-1375634388_thumb.png

 

I don't recall seeing any other games using this method. One benefit I can think of is you can use all 8 pixels when designing the font as there's no longer a need for a blank spacing pixel.

 

 

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Yep, using the wider spacing (NUSIZx = 6) allows you to repeatedly do "LDA Abs,X + STA GRPx" instead of preloading registers etc.. You can combine this with early HMOVE to get a 12 digit score display (interlaced) without having to shift graphics. I did this for the text scroller in the SillyVenture 2k12 invitro (the source code is included in the release).

Edited by Tjoppen
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I don't recall seeing any other games using this method. One benefit I can think of is you can use all 8 pixels when designing the font as there's no longer a need for a blank spacing pixel.

 

Sometimes it is also used in demos to stretch scrolling text horizontally a little:

 

post-27536-0-83171600-1375722621_thumb.png

 

A nice side effect of the wider spacing is that GRP0 and GRP1 do not have to be interleaved. This can be used to color the left and right halves of the bitmap differently:

 

post-27536-0-13499100-1375722635_thumb.pngpost-27536-0-20110100-1375722629_thumb.png

 

Only distantly related, but also a cool trick is what 'Double Dunk' does (seen at bottom of the screenshot). Within the 16 bits of GRP0+GRP1 it displays three characters (but not four). This could also be extended to display three 3-digit scores.

 

post-27536-0-78511600-1375722647_thumb.png

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