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Heaven/TQA

Game PANG for A8?

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- preshifted sprite data for all 4 positions

- separates routines to draw the sprite data a la lda screen, and #mask, ora #spritedata, sta screen... for all sprite needs memory...

Heaven have right

 

This makes sense. But, preshifting "all" possible overlap positions would mean something bigger :)

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max 32 smallest ball (or 2 biggest ball), 1 big ball = 16 small ball

 

i don't use C64 code

 

and how do you handle the overlapping?

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max 32 smallest ball (or 2 biggest ball), 1 big ball = 16 small ball

 

i don't use C64 code

 

and how do you handle the overlapping?

 

Looking at that code snippet...

 

seems like it doesn't bother doing a save process. Maybe it keeps a clean copy of the background and just restores from it for each object.

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max 32 smallest ball (or 2 biggest ball), 1 big ball = 16 small ball

 

i don't use C64 code

 

and how do you handle the overlapping?

 

The last drawn is the upper one? It seems that the CPU saving from rol and ror commands offers enough speed then.

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Thanks for all comments regarding the masking!

Edited by R4ngerM4n

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OK, I will comment this little preview too.... HOLY SHIT! wonderful ;)

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@Tebe

 

you still need special case masking for balls overlapping each other at the edges?

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Maybe it keeps a clean copy of the background and just restores from it for each object.

yes, you are right

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