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Sprite library


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#1 Bones-69 OFFLINE  

Bones-69

    Chopper Commander

  • 206 posts
  • Location:Australia

Posted Tue Aug 21, 2018 5:20 PM

Anyone open to a discussion or interested in the concept of a sprite library for the TI? Any ideas on how such a thing might best work or be implemented?

 

My thoughts are it would be great to have a central resource for sprite designs, sprite animations, multi-coloured sprites etc. Somewhere to perhaps upload designs and hex codes for sharing and general inspiration.

 

 



#2 HOME AUTOMATION OFFLINE  

HOME AUTOMATION

    Star Raider

  • 74 posts

Posted Wed Aug 22, 2018 2:53 AM

I sort of like the idea. Feels like a demoscene inspiration... I suppose sprite logic is complex enough that some generators' of sprites feel a similar level of possessiveness as do some software authors of thier creations.
Libraries are great!!!

Assembly routines

Sound effects

Character sets

Speech code(LPC)

Graphics(Bitmaps,Sprites)

Subroutines(Calls)

I would welcome all!!!
 



#3 Asmusr OFFLINE  

Asmusr

    River Patroller

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  • Location:Denmark

Posted Wed Aug 22, 2018 9:22 AM

You can rip the sprite patterns from any game by dumping the VDP RAM from Classic99 or js99er.net and importing the dump into Magellan.



#4 Retrospect OFFLINE  

Retrospect

    Stargunner

  • 1,045 posts
  • Location:Wakefield, England

Posted Wed Aug 22, 2018 10:20 AM

Here's some sprites for a top-down shoot 'em' up, the player ship, exhaust, 3 types of player fire, and an explosion.

 

The ship, 1st hex pattern is normal ship, 2nd is banking to the left, 3rd is banking to the right
00010103020507091113274B9CA3DC00000000808040C0201090C8A4728A7600

000101030305070A1212272F3C3300000000008080C0C0603018188C4CAC7C00

00000001010303060C18183132353E00008080C0C0A0E0504848E4F43CCC0000

 

The player fire, 1st one is normal, the others are for power-ups, just change the char pattern when ship coincides with powerup sprite.

0001030303010000000000000000000000008080800000000000000000000000

00081C1C1C080000000000000000000000207070702000000000000000000000

0123737371200000000000000000000000889C9C1C0800000000000000000000

 

The exhaust for the ship, should be placed 16 or just less, pixels behind the ship and have a ticker animate through the 3 charpats.

0001040208010402000100000200000000004000A00020800000008000000000

0000000208000108040002000100000000400000108000A00080004000000000

0000020005000200000200010000000000004000200040800000000000000000

 

The explosion sequence.  Can be cycled through on a limited loop?

0000020A14021028000902080A000000000040104428D4284028209010000000

000004281A0034022801065802500400004888D08A102E004054A04AA0548800

689404D42804A170001244B11425C07870248A268852AA54805044222A002A90

 

 



#5 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • 4,139 posts

Posted Sat Sep 8, 2018 12:43 PM

000F386040C0818180808080C0701F000080E0380C064242020202860C18F000



#6 Bones-69 OFFLINE  

Bones-69

    Chopper Commander

  • Topic Starter
  • 206 posts
  • Location:Australia

Posted Mon Sep 17, 2018 6:08 PM

Jetpack guy!

 

 
100 CALL CLEAR :: CALL SCREEN(6):: CALL MAGNIFY(3)
110 FOR I=1 TO 5 :: READ A$,A :: CALL CHAR(92+I*4,A$):: CALL SPRITE(#I,92+I*4,A,100,100):: NEXT I
120 FOR I=3 TO 16 :: CALL COLOR(#5,I):: CALL SOUND(-500,400,25,-5,25):: NEXT I :: GOTO 120
1000 DATA 000E1B111312141414130E0D01010101F0C0F0F804028A8AFA8AFC50505028F8,2
1010 DATA 0000000000010303030000000000000000000000F8742454040000A0A0000000,8
1020 DATA 0000000000000000000000000000000000300000008850200070000000000000,16
1030 DATA 0000040E0C0C0808080C01000000000000000000000000000004000000A0D000,7
1040 DATA 0000000000000000000000000C0C0C0400000000000000000000000000000000,2
 


#7 Vorticon OFFLINE  

Vorticon

    River Patroller

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Posted Mon Sep 17, 2018 9:17 PM

Here's the Jetpac game entire graphics pattern library:

Spoiler


#8 TheBF OFFLINE  

TheBF

    Dragonstomper

  • 706 posts
  • Location:The Great White North

Posted Mon Sep 17, 2018 9:49 PM

A big Happy Face Sprite in CAMEL99 Forth

071F 3F7F 7FFB FFFF PATTERN: TOPLEFT
FFFF F778 7F3F 1F07 PATTERN: BOTLEFT
E0F8 FCFE FEDF FFFF PATTERN: TOPRIGHT
FFFF EF1E FEFC F8E0 PATTERN: BOTRIGHT



#9 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • 4,139 posts

Posted Mon Sep 17, 2018 10:51 PM

Jetpack guy!

100 CALL CLEAR :: CALL SCREEN(6):: CALL MAGNIFY(3)
110 FOR I=1 TO 5 :: READ A$,A :: CALL CHAR(92+I*4,A$):: CALL SPRITE(#I,92+I*4,A,100,100):: NEXT I
120 FOR I=3 TO 16 :: CALL COLOR(#5,I):: CALL SOUND(-500,400,25,-5,25):: NEXT I :: GOTO 120
1000 DATA 000E1B111312141414130E0D01010101F0C0F0F804028A8AFA8AFC50505028F8,2
1010 DATA 0000000000010303030000000000000000000000F8742454040000A0A0000000,8
1020 DATA 0000000000000000000000000000000000300000008850200070000000000000,16
1030 DATA 0000040E0C0C0808080C01000000000000000000000000000004000000A0D000,7
1040 DATA 0000000000000000000000000C0C0C0400000000000000000000000000000000,2

 
Nice one. Not what I expected. I went on to delete the irritating sound and saw a loop changing a color. What was that ? Then I saw that you set up 5 sprites. Turned off Flicker in Classic99 and saw the colorful exhaust.

 

 






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