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Found 22 results

  1. In the last few weeks, I've been working on sprite extraction and insertion scripts for use in animations. As a test case, I made a mosaic of Space Invaders aliens: The animations were compiled from the arcade, Atari 2600, Atari 5200, Atari 8-bit, MSX, NES, and ZX Spectrum versions. How many of these have you played and which is your favorite?
  2. Mord

    I suck at sprites.

    So while trying to do up semi-humanoid characters, I realized I suck at doing this. More than I anticipated that is. So, let's just BS an armless blob of a monster with stubby feet and call it the hero! It's going to be "fun" trying to figure out what this guy's powers are going to be. XD Going to be more fun trying to figure out what kind of game I'm even making. Oh well, to heck with planning, it's only ever aided my procrastination anyway! Yes I'm aware of the number of colors used in the image, given any game with this little blob will likely be in 160A. That's not an issue as the teeth and eyes will be drawn first with a specific sprite, then the main monster plotted over it - letting the eyes and teeth shine through some transparent gaps in the main sprites. Animations for walking left and right are done. Up and Down walking are tentatively done but I want to try to rework them a bit more.
  3. I'm aware of the excellent https://www.spriters-resource.com/ that has some sprite rips for a few Atari 2600 games, but I was wondering if anyone knew of any other resources or ways to rip sprites from Atari 2600 games? I think having these would be really cool for this new book project I'm working on, and, while it's obviously not programming related for my intended usage, I figured this sub-forum would be the best place to ask. Thanks in advance!
  4. Stumbled across a site that contains video game sprites. For example, here are the sprites for the arcade version of Mr. Do: http://www.spriters-resource.com/arcade/mrdo/sheet/60489/ http://www.spriters-resource.com/arcade/mrdo/sheet/59538/ http://www.spriters-resource.com/arcade/mrdo/sheet/60490/ http://www.spriters-resource.com/arcade/mrdo/sheet/60488/
  5. The sprites are sticking on the SuperCharger... anyone have an idea what's different? BreaksOnSC.bin The code runs fine on Stella and on the Harmony but when I run it on the SuperCharger the sprites get stuck. I'm guessing there may be an "environment variable" (register) I'm not setting that is pre-configured when Stella or the Harmony runs a SuperCharger game?
  6. ...but i can't draw! example: http://lpugh.deviantart.com/art/8-Bit-Firefox-Icon-215241134 am working on a game engine (for both Windows and Linux but mainly Linux) but not necessarily a game and am in desperate need of retro-themed or retro-styled 8 bit and or 16 bit images. non-game specific. doesn't matter. any format. any image. (even an found an icon that looks like an 8 bit version of the 24 bit firefox icon). help? sorry for the multi-cross-post but as my project is not game/machine specific...wasn't sure where to post it? O_o
  7. From the album: Lynx Graphics

  8. I'm making a demake of The Legend of Zelda. I made a Link sprite for my demake and I'd like an opinion on it. Tell me whether my sprite is good or if it sucks. Constructive criticism appreciated! Thank you! Here it is!
  9. Hello! This is the new demostration for Atari ST by BITS: BITS 0061 waving scroll, fractal tree+grass, parallax scroll, sprites. Download: http://thebitsclub.tripod.com/demo/BITS0061-ST-20140628.ZIP Goodbye, BITS Visit: http://thebitsclub.tripod.com/index.html BITS0061.TXT
  10. So I've started creating my first Atari game and figured it wouldn't be too hard since I know some other programming languages...oh how wrong I was Anyway, my game isn't very much so far but I haven't been able to make much progress as a few issues (mostly graphical) have been tripping me up. The first issue is that I get errors whenever I try to add more than two sprites or when I try to add color to my existing sprites, and missiles only seem to fire occasionally when pressing the spacebar and when they actually do fire, I can't seem to make it look like they are coming out of player0's gun. I obviously don't expect anyone to troubleshoot my code, but does anyone have any ideas as to what the issues may be? Thanks for the help! prototype.bas prototype.bas.bin
  11. Prelude: Hello to all! I've recently had an epiphany of how wonderful game design can be, so I'm doing a little exercise to try to build my programming and artistic skills. Specifically, I'm starting with the Atari 2600 and then trying to work my way up with some other older consoles before settling again on modern engines. It seems like a good, fun exercise in rapid game development, since Atari 2600 games are relatively small. Keep in mind that I'm a novice programmer and this is meant to be a learning exercise to get me used to "thinking like a programmer." Problems: I sat down last night to crank out a simplified version of a game that I recently designed for GameJam and it's been going fairly well so far, thanks to visual bB and the manual that came with bataribasic. However, there are a number of problems and questions I have, so I hope that you good folks with all the knowledge can help me out: 1. First of all, I know that there are serious limitations on what can be done, but why are they THIS limiting? Maximum of two sprites? Any more requires significant slow-down and flicker as you teleport them from place to place? What about, for instance, (which is very similar to the game I'm trying to make)? You've got a ball that does not share the same color as the playfield (and, for that matter, a playfield that is not one solid color) and a series of "blocks" that I assume are sprites, yet there is no noticeable flicker. Or, for another example, Pitfall, which not only seems to have multiple different sprites on screen, but also sprites with multiple colors (the man) and a playfield consisting of much greater pixel quantity/density than is available to me in Visual bB. What gives? 2. It seems like most loops and functions don't really work. For instance, I wrote this: rem randomize color values 10 for temp = 0 to 15 step 1 temptwo=colorfun(f) goto storecolors next function colorfun if rand < 81 then return 1 if rand > 80 && rand < 161 then return 2 if rand > 160 && rand < 251 then return 3 if rand > 251 then return 4 rem get and assign numbers for variables - red, yellow, blue, white end storecolors if temp = 0 then one = temptwo if temp = 1 then two = temptwo if temp = 2 then three = temptwo if temp = 3 then four = temptwo if temp = 4 then five = temptwo if temp = 5 then six = temptwo if temp = 6 then seven = temptwo if temp = 7 then eight = temptwo if temp = 8 then nine = temptwo if temp = 9 then ten = temptwo if temp = 10 then eleven = temptwo if temp = 11 then twelve = temptwo if temp = 12 then thirteen = temptwo if temp = 13 then fourteen = temptwo if temp = 14 then fifteen = temptwo if temp = 15 then sixteen = temptwo return The intention is for-loop to count from 0 to 15, each time calling the function colorfun[ction] to generate one of four numbers (which will be used to determine the colors of things later on) and saving the value in a temporary variable, then sending it into an appropriate holding variable for later. The problem is, when I don't get a ROM out of space error on this (even though I have ~ 1.2K of ROM left), the screen is simply black, like the program is having trouble crunching the numbers in this fairly simple set-up. It's like batariBASIC can't handle nested functions/loops. Is there some way to get this kind of stuff working? The required workarounds--that is, using goto commands, is very wasteful of preciously scarce programming space. 3. Is there some way to name variables in ways that I can access easily through loops? Taking the above example, I have sixteen variables that hold a number from 1 to 4 denoting the color to be assigned to sixteen pfpixels (I would use sprites, but in my experience so far, the processing requirements to have sixteen sprites on screen at once makes the game such a flickering mess, it's unplayable), with an additional two variables used as bit operations to determine whether a given block should be "on" or "off" (that is, whether it's alive or has been destroyed). I would LOVE to be able to somehow count through the variables with a loop without specifying specifically, one by one, what to do, as if it were an array along the lines of: array[temp] = temptwo That would be so much simpler and more efficient. On a similar note, I wish I could do: for temp = 0 to 7 step 1 bit_op{temp} = 1 next ... Or something along those lines. That is, use variables to denote other variable names so I can quickly and efficiently count through them and determine/set a number of variables without wasting the space with dozens of if-then statements for every possible iteration. This is especially important for later on, since, after I've established which pfpixels get which colors and whether they are on or off, I'll need to program in collision (or some semblance thereof) so that getting hit by a ball (or missile) kills a pfpixel (a la Breakout). That would be difficult enough, BUT it gets harder: Basic Game Explanation: The pfpixels need to rotate their values, since the primary gameplay mechanic is the player moving the blocks to meet the ball, rather than the other way around. I'll need for loops to store the current and next color value of the blocks, swap the new value in while preserving the old, check to see whether that block is on or off, affect the collision appropriately, etc. Maybe that explanation is confusing, so I'll try to represent it visually. The one-sixteen variables hold a color value from 1 to 4, which will possibly end up being 1 to 7, if I have my way. This is important, because only balls of a certain color can cake out blocks of a certain color, so there will need to be if-then statements comparing the stored value of the color of the ball with the stored value of the color of the brick to see if they are a match or not, then flip the appropriate bit operator. This can be represented with sixteen bit operations (between two variables) and sixteen actual variables (though it could possibly be done with bit operations, though it would be complicated): 1 1 0 1 1 1 1 1 1 0 1 0 1 1 1 1 0 - Bit Operation (on/off = alive/dead) 1 2 3 2 4 3 1 3 4 1 2 3 4 1 3 4 3 - Variables (number = color) ---------------------------------------> - Direction that the values must be shifted for each joystick right <--------------------------------------- - Direction that the values must be shifted for each joystick left Meanwhile, balls of three colors are being created on a loop, rather than randomly: pulse = pulse +1 if pulse = 15 then color = color + 1:pulse = 0:beat = 0 if color = 3 then color = 0 if color = 0 then COLUPF=64 if color = 1 then COLUPF=28 if color = 2 then COLUPF=146 Which, when joystick trigger is hit, creates a ball with a color value based on the color variable and stores it for that ball so that it doesn't change. When collision happens between a pfpixel and a ball (perhaps manually determined by a range of values that denote the pfpixel's location?), the ball's stored color value is checked in an if-then statement against the values in the brick being collided with: if ballcolor = [variable containing block color value] then [set block bit operation to 0 to "kill" it and give the player points] if [variable containing block color value] = 4 then [set block bit operation to 0 to "kill" it and give the player points, since these blocks can be killed regardless of the color of the ball hitting them] else life = life - 1: goto [somewhere] If need be, I could try using six variables as bit operations (instead of sixteen) to denote red, yellow, and blue colors and a function to generate the color number when needed , for instance: for count = 0 to 7 step 1 if red{count} = 1 && yellow{count} = 1 && blue{count} = 1 then color = 4 if red{count} = 1 && yellow{count} = 0 && blue{count} = 0 then color = 1 if red{count} = 0 && yellow{count} = 1 && blue{count} = 0 then color = 2 if red{count} = 0 && yellow{count} = 0 && blue{count} = 1 then color = 3 Though I'd need two versions of it, since there are two bit operation groups at play, since there are sixteen blocks, so I'd have to run it again for the second half. This would be nice because it's scaleable if I want to expand the number of possible colors: if red{count} = 1 && yellow{count} = 1 && blue{count} = 0 then color = 5 if red{count} = 0 && yellow{count} = 1 && blue{count} = 1 then color = 6 if red{count} = 1 && yellow{count} = 0 && blue{count} = 1 then color = 7 As is probably apparent, I haven't gotten to these latter parts yet due to the difficulties I'm having getting loops and functions to work correctly. So, after all that, if anyone can offer me some advice as to what's going wrong or how I can make my dreams come true in an efficient way, it would be very much appreciated! TL;DR: Help me!
  12. Hi guys, I'm working on a 7800 platformer called Morf, but hitting a few issues maybe you can point me in the right direction. Having trouble with sprites inverting their colors In the above image: - The main character Morf is inverted, green/black - The second tile set should be using a blue color palette for the water at the bottom of the screen. - Recently for no obvious reason the sprites break up when moving vertically like the drip from the pipe below. Also you can see the left moving sprite has the correct palette. Any help or advise would be awesome 😄
  13. So I'm tinkering with batari for the first time, and have gotten past the ENORMOUS headache of compiling issues to actually be able to make some neat little things. one of my sprites i.e. the player is even animated and looks awesome. I've got a second sprite however, that is making me go crazy. I am 100% new to coding in general, but this is something that I really want to successfully accomplish. Anyway.. the whole thing I want the main player to be able to do is chase mice and "munch" on them to earn as many points as possible before a timer runs out(I'll figure that out later) So far I've gotten my cat to be able to move everywhere flawlessly. the mouse just shows up right now and is chilling out. my question: How can I make it so that when the cat comes in contact with the mouse the player gets their points/ How can I get the mouse to "run away" from the cat and re-spawn when "eaten"? Forgive me for being a complete noob, but I'm at the point where I'm completely stuck, and google has run out of answers. The attached file is what I've come up with so far. Thanks!!!default.bas
  14. Hey all. I was wondering if there is a place that I can find information on how certain games were made. For example, Pac Man uses a reflecting playfield, but has more than two sprites. If I recall correctly, multiple ghosts were accomplished by reusing the sprite (hence all the flicker), but how were all of the dots done? Ball? Missile? Playfield trickery? I'm not good enough at reading code to figure out such details so I was hoping to find a more general description of such things... I feel awkward posting a giant list of such items, but a few that I have been thinking about lately are: Enduro - the road and mountains move a lot. Assymetrical playfield? or tricks with player1, missile, ball, etc? Mario Bros - no baddie falls down to the next level if that lower level already has a baddie on it... Is this because they are reused sprites? And cannot be drawn twice on the same line? Pitfall - it looks to me like many of the "obstacles" are playfield issues, including the pits and vines and maybe even the alligators? Or the gators are "tripled" sprites, probably? Obviously, there are tons of others. If there is a "best" place to find such intricate details, please enlighten me. Thanks. :wq!
  15. I'm not new to drawing sprites, but I am new to worrying about keeping things to 16 (15?) colors. I have a few questions, one regarding lynx specifications, and 1 regarding workflow in gimp which I am a little new to. 1) So I read that the lynx is limited to a 16 color palette per scene/level. I know you can get fancier with a few tricks, but I have no trouble working within those confines, as most commercial lynx games did. Along those lines, I thought I read something here in the lynx programming contest thread, that 1 of the 16 colors is set aside for transparency? In that case, when making sprites, is it true that I should then use only 15 of the 16 colors in the palette on the actual sprites, for the colors and parts of the sprite that I want displayed? 2) Gimp workflow: I have figured out how to create a palette by importing colors from a picture. How do I set a palette as the "only" colors for a picture - such that I could maybe drop in a sprite I have created without concern to the lynx palette, and have it forced into the limited palette I set? I know this isn't programming, but figured it belonged in this forum rather than the general lynx forum. Thanks for your help!
  16. The other day I was reading a article about the TMS9918A and the writer commented that one could have more than 4 sprites per line by quickly changing the sprite priority which would cause some flicker. That's about all he said. Has anyone ever tried this? The logic sounds good but would the processor be able to keep up? I can't even fathom the logic to do that. ?
  17. ...but i can't draw! example: http://lpugh.deviantart.com/art/8-Bit-Firefox-Icon-215241134 am working on a game engine (for both Windows and Linux but mainly Linux) but not necessarily a game and am in desperate need of retro-themed or retro-styled 8 bit and or 16 bit images. non-game specific. doesn't matter. any format. any image. (even an found an icon that looks like an 8 bit version of the 24 bit firefox icon). help? sorry for the multi-cross-post but as my project is not game/machine specific...wasn't sure where to post it? O_o (forum admins: please move and or delete posts as necessary)
  18. ...but i can't draw! example: http://lpugh.deviantart.com/art/8-Bit-Firefox-Icon-215241134 am working on a game engine (for both Windows and Linux but mainly Linux) but not necessarily a game and am in desperate need of retro-themed or retro-styled 8 bit and or 16 bit images. non-game specific. doesn't matter. any format. any image. (even an found an icon that looks like an 8 bit version of the 24 bit firefox icon). help? sorry for the multi-cross-post but as my project is not game/machine specific...wasn't sure where to post it? O_o
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