I'm trying to make a rhythm game in Visual BB where the player presses the direction on the joystick in time to music.
As Batari Basic can have really high sprites I want to scroll down the screen and hold multiple arrows in one player sprite.
The workflow I'm aiming for is:
X The example on the left is a sprite 8x40 pixels.
↑ X starts outside of the screen area.
→ The sprite scrolls down by 8 pixels then X becomes a new arrow direction.
I'm using the playfield to draw graphics so can't use the multisprite kernel and I'm trying to keep the game to 4k.
In asm using GRP0 seems to be editing the data for player0 graphics but when I switch back to using Visual bb the data does not exist in player0.
I'm still new to programming for the Atari so making this in pure asm would be too difficult at the moment but if it's the only way then I'll pursue it.
I've tried multiple methods including player0pointerlo and player0pointerhi but these only seem to be able to choose a set segment of sprite data.