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Big sprite games.


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#1 Matej OFFLINE  

Matej

    Moonsweeper

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Posted Mon May 15, 2017 1:37 PM

I was watching TRANTOR "demo". There is huge spaceship sprite at beginning and amazing big soldier sprite during text demo. Now I have this question. How many fonts can be used in one game (320kb,576kb,1088kb). Can we somehow use one charset for one level or screen??? To have huge sprites. Why we doesnt have lot of big sprites games??? There are few... 



#2 CharlieChaplin OFFLINE  

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Posted Mon May 15, 2017 5:27 PM

Hmmm,

 

Upior:

http://translate.goo...pl/upiorna-gra/

 

http://a8.fandal.cz/...p?files_id=3372

 

or Droga Wojownika:

 

http://a8.fandal.cz/...p?files_id=1764

http://a8.fandal.cz/...hp?files_id=267

 

maybe also Space Rider (Jetpack & Co.):

 

http://www.atarimani...rider_4846.html

 

and a few others.



#3 _The Doctor__ OFFLINE  

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Posted Mon May 15, 2017 6:02 PM

Droga Wojownika

Space Rider: Jet Pack Company!

 

Are decent

 

the other one, upiornia not so much


Edited by _The Doctor__, Mon May 15, 2017 6:06 PM.


#4 +Adam+ OFFLINE  

+Adam+

    Moonsweeper

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Posted Tue May 16, 2017 9:41 AM

As most of you probably know, the graphics in Trantor demo is taken from ZX Spectrum game (with the same title). But the guy's animation in this demo looks more like a slideshow (with switching between several prepared pictures) than a "proper" software sprite that could be used in a real A8 game.


Edited by +Adam+, Tue May 16, 2017 9:57 AM.


#5 ilaskey OFFLINE  

ilaskey

    Chopper Commander

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Posted Wed May 17, 2017 2:37 AM

You can have as many character sets as you can fit into RAM, it's just a poke to select the one you want. As far as the giant space ship goes, I wouldn't have thought it was a sprite as such, just a block of redefined text scrolled into view so almost no CPU overhead.



#6 TMR ONLINE  

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Posted Wed May 17, 2017 5:53 AM

The big [ahem] thing to watch out for is how difficult it is to design a decent game with large sprites...

#7 gorgh ONLINE  

gorgh

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Posted Wed May 17, 2017 5:54 AM

actually the spaceship movement in this demo is simply done by display list, and it doesn't take too much CPU cycles, it's simple scroller and can be done by mediocre programmer. The reason why we don't have big sprites in games is because it takes lots of CPU cycles to arrange bitplanes, in other words, when one have background and different sprites at the same time it takes a lot of CPU cycles to put one on another. Having 50 characters in character mode graphics that consist the software sprites is challenging. I think reasonable number of bitplane characters that can be animated in 1 frame is 30-40.



#8 davidcalgary29 OFFLINE  

davidcalgary29

    Quadrunner

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Posted Wed May 17, 2017 9:16 AM

The big [ahem] thing to watch out for is how difficult it is to design a decent game with large sprites...

 

What about Isis in Dwie Wieze? Controls aren't the best, but the game's got some lovely graphics.



#9 Wrathchild ONLINE  

Wrathchild

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Posted Wed May 17, 2017 10:19 AM

I've Tir-Na-Nog on the 'paused' ( :_( ) conversion bench and that has some good b/w soft-sprites.

 

TirNaNog_Frame.png

 

 

 

 



#10 Fres OFFLINE  

Fres

    Dragonstomper

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Posted Wed May 17, 2017 10:26 AM

None of those games seem very fun.  Disagree?



#11 solo/ng OFFLINE  

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    Space Invader

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Posted Wed May 17, 2017 11:21 AM

The problem is - if you want to have good performance you have to store (in colour mode) 5x more data for every software sprite frame.

 

For example:

 

source data: object: 16x24 * 16 frames = 4x24 bytes * 16 frames = 1536 bytes 

then all bit shifted animations to fonts = 1536 * 4 = 6144 bytes

 

~1.5kb + ~6kb just for one object

(if game wont dynamically allocate fonts we could drop the 1.5kb one)

 

edit:

Its not a problem if the game would use RAM extension of course.


Edited by solo/ng, Wed May 17, 2017 11:24 AM.


#12 Irgendwer OFFLINE  

Irgendwer

    Stargunner

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Posted Wed May 17, 2017 3:38 PM

I wonder nobody mentioned "Stickybear Basketbounce" with a "not-so-small" character and a quite impressive number of moving objects on screen. IMHO a solid game...
stickybear_basketbounce_3.gif


Edited by Irgendwer, Wed May 17, 2017 3:38 PM.


#13 _The Doctor__ OFFLINE  

_The Doctor__

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Posted Wed May 17, 2017 4:09 PM

Irgendwer +1 nice call on the bears!



#14 +Adam+ OFFLINE  

+Adam+

    Moonsweeper

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Posted Thu May 18, 2017 8:37 AM

Radical Rupert - not a good game, but probably the highest moving sprite I have seen in an Atari game :)



#15 emkay ONLINE  

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Posted Thu May 18, 2017 9:24 AM

Big Sprite games could be so boring...



... not

#16 pajero_pn OFFLINE  

pajero_pn

    Star Raider

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Posted Thu May 18, 2017 9:52 AM

Only demo    https://github.com/lybrown/tiles

 

psychadelic-2-2012-11-09.png?raw=true



#17 Jetboot Jack OFFLINE  

Jetboot Jack

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Posted Fri May 19, 2017 4:32 AM

That Trantor Demo is hokum - they are not sprites, just animations with some scrolling - no masking or anything...

 

sTeVE






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