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Sprite limits?


Retro Lord

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If I wanted to do a huge sprite like this one. How would I go about making it not get cut in half down the middle on screen?

 player1:
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end

Namnloumls2_zpsozx8cntx.png

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Your original sprite was 24 bits (pixels) wide, so you'd need to use 3 sprites side by side, 8 bits each. To do that you'd need to use both player0 and player1, either as p0-p1-p0 (2 copies of player0, close together, with 1 copy of player1 between them) or as p1-p0-p1 (vice versa). You'd also need to use assembly instead of batari Basic, or else create a custom kernel for batari Basic. On the other hand, if this is supposed to be part of a static screen (no other objects and no movement), you could use the titlescreen kernel to do it.

 

As an alternative, one thing you might try-- just to see how it looks-- is to use 1 double-wide player, and alternate the sprite's image between 2 frames with the horizontal position changing by 1 pixel position, to try to emulate the appearance of a 17-pixel-wide sprite. In places where the pixels overlap between frames, the player color will be solid; but in other places the player pixels will flicker with the background, so it should give you an apparent 17-pixel resolution but with some flicker.

 

Or you could just position 1 copy of player0 beside 1 copy of player1 to get a 16-pixel sprite.

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Love that first sprite! Can I have it? :-D

 

Also.. You could double up the drawscreens and use player0 for two sprites, one being the front and the other being the back with little or no flicker. Once you start putting sprites side by side is when you'll get into trouble. With the standard kernel you may be able to keep the flicker down to a minimum, but getting more sprites and colors from DPC+ would also begin the flicker fest once they were across from each other.

 

 

Ryu.bin

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Maybe I should use sprite flickering...It'll be a ton of sprites though haha since the idle animation is 2 sprites, that's 4 sprites, walking is 3 sprites, that's 6, punch, crouch, crouch kick, jump, jumpkick, defeat, win pose, and damage, that's a total of 14 sprites per character XD

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It would be ridiculous, yes! But impossible? Nahhhh.

 

Here is the normal separation, btw..

 

RyuDPCIII.bin

 

 

On my Gemini it really didn't look that bad. I find that computer screens barf all over DPC+ games. On a regular TV Run Out looks really good, although when I emulate it there is always more flicker.

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Oh, I'm doin' it! Money or no. I will make a SF2 game. :thumbsup: I just need to draw the other characters and figure out how to get it all jammed into an Atari sized game. I may use the Sega Genesis controller for 2 buttons and cut back on the number of attacks drastically for it all to work. This may be the next thing I do as the ball has gotten rolling on it and I hate to stop that ball once it's rolling. :-D

 

Thanks, btw! I love 8-bit art and 8-bit music!!

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