ioi_xd Posted April 19, 2018 Share Posted April 19, 2018 (edited) Say I wanted to make something like this:(This is just an example, I'd probably do much more then just this.How would I go about cloning an object and/or changing it's sprite before being cloned? I know this is possible through NUSIZ0 registers, but you don't have much control over where it's cloned, how big the gap is, or etc. How would one clone the sprites and control where it goes? I'm hoping to accomplish this through BASIC and not have to write Assembly code. Edited April 19, 2018 by ioi_xd Quote Link to comment Share on other sites More sharing options...
+KaeruYojimbo Posted April 19, 2018 Share Posted April 19, 2018 You'd have to use the multisprite kernel or DPC+ to do something like your mockup with basic. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 19, 2018 Share Posted April 19, 2018 ioi_xd, I'm looking for the actual post, but here is the code. I'm not sure how this programmer did this, thanks. 20180418 - eee.txt eee.bas.bin Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 19, 2018 Share Posted April 19, 2018 Is this what you are looking for? randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpc_sprites_sharing_data Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted April 26, 2018 Share Posted April 26, 2018 The multisprite kernel and DPC+ both have built in "time sharing" of the second real hardware sprite. The eee.bas code is manually re-positioning player1 every frame (that's why the non player sprites always flicker) The nice thing about letting batariBASIC do the time sharing is that it's usually smart enough to know when to flicker and when not. Though on the multi sprite kernel i've seen edge cases where everything flickers. Quote Link to comment Share on other sites More sharing options...
+Lewis2907 Posted April 26, 2018 Share Posted April 26, 2018 Gemintronic, For the repositioning is it possible to have collision detection using a variable or temp with the ball. Using the eee example you shot one of them and then you have 3 left etc. The other question would be possible to have plafield detection. I think this would be harder and use more variables. The reason I ask is that then I could possibly port over the PacMan Eat N Run game from DPC to the Standard Kernel. I have strayed away from DPC until the AFP can support it. Thanks if you have an idea or someone else's does. Quote Link to comment Share on other sites More sharing options...
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