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Draw Sprites on Your Atari 2600


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#1 Random Terrain OFFLINE  

Random Terrain

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Posted Tue Mar 12, 2019 6:51 PM

This program (based on a program provided by RevEng) lets you draw inside of 2 sprites on your Atari 2600 or with an emulator such as Stella. You can also change the width and colors. I made it so batari Basic users can draw sprites on a real Atari, but people who like to draw with Surround might like drawing inside of sprites too. (PLAYER 0/PLAYER 1 text at the bottom of the screen was made with the Text Minikernel by Karl G.)

 

Draw Two Sprites
 
Here's the .bin file to use with an emulator or Harmony cart:
 
Attached File  draw_two_sprites_in_ram_2019y_03m_12d_2011t.bin   16KB   15 downloads
 
draw_two_sprites_01_33fps_resized.gif
 

 

Draw One Sprite (for batari Basic users)
 
Here's the .bin file to use with an emulator or Harmony cart:

 

Attached File  draw_one_sprite_in_ram_2019y_03m_13d_0904t.bin   8KB   9 downloads

 

This is useful for when we just want to design a single sprite without worrying that we might be going over the 8 bit width limit.
 

 

 

Instructions

Move the cursor with the joystick. Press the fire button to draw or erase. Press Reset to clear the screen. Remember, you will lose everything you've drawn, so only hit Reset if you really mean it.
 
 
Make It Wider
 
To increase the width of the sprites, move all the way to the right side and press right against the edge until the width changes (without pressing the fire button).
 
 
Make It Smaller
 
To decrease the width of the sprites, move all the way to the left side and press left against the edge until the width changes (without pressing the fire button).
 
 
Change Sprite Color
 
To change the color of the sprites, move all the way to the top side and press up against the edge until the color changes (without pressing the fire button).
 
 
Change Background Color

To change the color of the background, move all the way to the bottom side and press down against the edge until the background color changes (without pressing the fire button).
 
 
For batari Basic Users Only

Zeroes and ones are displayed so you can type them into a game program. The row number is displayed below the zeroes and ones so you can keep track of where you are. The sprite number is displayed at the bottom so you can tell which sprite you're in. Remember, the bytes that make up a sprite are upside down in your code, so if you see this on the screen:
 

   11111111
   10000001
   00100100

 
You'd put this in your code:
 

   player0:
   %00100100
   %10000001
   %11111111
end


#2 Lewis2907 OFFLINE  

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Posted Tue Mar 12, 2019 9:02 PM

RT,

That's pretty cool. Reminds me of the old Snake game on the Nokia Phones. For your text it's looks like it solid and not hyphenated. How did you do that?

#3 Random Terrain OFFLINE  

Random Terrain

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Posted Tue Mar 12, 2019 9:07 PM

How did you do that?


The PLAYER 0/PLAYER 1 text at the bottom of the screen was made with the Text Minikernel by Karl G. The zeroes and ones were made with playfield pixels and no_blank_lines. If you're talking about how the Text Minikernel text looks in the animated GIF, it's been squished by 50 percent, so it makes it look like the horizontal lines have disappeared.



#4 Trip2018 OFFLINE  

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Posted Wed Mar 13, 2019 6:25 AM

This is awesome 8D

#5 Trip2018 OFFLINE  

Trip2018

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Posted Wed Mar 13, 2019 6:32 AM

I wonder if this means we can rotate square sprites?

#6 Random Terrain OFFLINE  

Random Terrain

    Visual batari Basic User

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Posted Wed Mar 13, 2019 7:22 AM

I wonder if this means we can rotate square sprites?


If you know the math that can do the magic, almost anything is possible.



#7 atari2600land OFFLINE  

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Posted Wed Mar 13, 2019 2:31 PM

Now make Qix.



#8 SpiceWare OFFLINE  

SpiceWare

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Posted Wed Mar 13, 2019 2:39 PM

Now make Qix.

 

 

I could see Qix being done using the 128x200 pixel display.  While the demo was written using BUS, it can be done using DPC+ or CDF.

 

post-3056-0-26725100-1484957031.png






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