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No flicker in Carnival?


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I was just playing Carnival and I noticed that there were a lot of things on the screen with no flicker. The scrolling was pretty smooth too. Did they use the same kind of tricks that they used in Lock 'N' Chase or is this a whole different kind of thing?

 

Do you think we'll ever be able to use bB to make a similar type of game? If so, maybe I could make my own shooting gallery game one day. That could be full of all kinds of randomness and things that you earn. Fun, fun, fun.

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I was just playing Carnival and I noticed that there were a lot of things on the screen with no flicker. The scrolling was pretty smooth too. Did they use the same kind of tricks that they used in Lock 'N' Chase or is this a whole different kind of thing?

 

Carnival seems to be extremely straightforward. The 2600 allows each sprite to show two up to three copies, and each row never more than has two sprites.

 

Do you think we'll ever be able to use bB to make a similar type of game? If so, maybe I could make my own shooting gallery game one day. That could be full of all kinds of randomness and things that you earn. Fun, fun, fun.

1000772[/snapback]

 

It might be possible. I don't know if any 'off the shelf' kernels will be adaptable to that particular purpose, but the kernel for a game like that is really very simple especially since only one object (the bullet) can ever cross "zones", and that doesn't take a whole lot of code to handle anyway.

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Carnival seems to be extremely straightforward.  The 2600 allows each sprite to show two up to three copies, and each row never more than has two sprites.

So when you hit one of the copies, are they just covering it up, like batari did with playfield pixels in a Space Invaders example?

 

 

It might be possible.  I don't know if any 'off the shelf' kernels will be adaptable to that particular purpose, but the kernel for a game like that is really very simple especially since only one object (the bullet) can ever cross "zones", and that doesn't take a whole lot of code to handle anyway.

Cool.

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So when you hit one of the copies, are they just covering it up, like batari did with playfield pixels in a Space Invaders example?

1000977[/snapback]

 

I don't think so. More likely if you hit something other than the leftmost copy, the game simply changes NUSIZx (which controls the copies); if you hit the leftmost copy it adjusts the position and changes NUSIZx.

 

It takes some care to get those things right, but there's nothing particularly magical about it. Space Invaders is more interesting because it actually changes the shapes of the different sprite copies (allowing for nice-looking explosions). Doing that is a bit more complicated, especially when the two players don't move in lockstep.

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