LS_Dracon Posted October 17, 2008 Share Posted October 17, 2008 (edited) I have an idea, to use playfield for compose one elaborated sprite. The resolution is low, anyway I like the result. Set both players to match playfield pixels size, then use assimetrical mirowed playfield (PF2-PF2). Set the background as white, PF as black and put the sprite in the middle, you can draw black borders with playfield (16 pixels wide) and the colors come from sprite, 8 pixels wide, in this demo I use both missiles, give-me plus 2 pixels, so 16 pixels wide for black and 10 pixels wide for colors, 4 colors per line. I forgot to convert sprite to binnary in upsidedown view and I have problems to optimise the kernal, anyway with sprite data in upsidedown view, I have more free cicles to add Ball (plus 1 black pixel) or PF1 Data (not assimetrical). I think this coud be useful for title screen, or some cutscene. This is the image and binnary : hiper.bin Edited October 19, 2008 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
Godzilla Posted October 17, 2008 Share Posted October 17, 2008 that's really cool, but you don't think that's something that could be used in-game, obviously? Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted October 18, 2008 Author Share Posted October 18, 2008 (edited) My idea is just to display an image, such title,logo or ending screen... I don't know one possible use in-game. It can't be moved in horizontal, unless if I use playfield scrolling, but this waste much cicles... The vertical movement is free. This image can be drawed at single scanline resolution, also. Edited October 18, 2008 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted October 18, 2008 Share Posted October 18, 2008 Have you seen this thread: http://www.atariage.com/forums/index.php?showtopic=121993 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted October 18, 2008 Author Share Posted October 18, 2008 (edited) No, I miss this topic, thanks for info. Cave in had a great title screen, well drawed and good use of the colors. Now figure use "cave in" text (players) to enchance the character, drawing eyes, clothes details and others. Not necessary to do in cave in title screen, as the image is good like that. Edited October 20, 2008 by LS_Dracon Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted October 20, 2008 Author Share Posted October 20, 2008 (edited) Update, now fixed the missiles bug, and with 2 scanlines I can use simetrical playfield 1. This code is for PF2, players and missiles. ldx #8 ldy #22 lda PFA,y jmp Scanloop align 256 Scanloop sta WSYNC sta PF2 lda ColorP0,y sta COLUP0 lda ColorP1,y sta COLUP1 lda PlayerA,y sta GRP0 lda PlayerB,y sta GRP1 lda MissileA,y sta ENAM0 sta $2D lda PFB,y sta PF2 lda MissileB,y sta ENAM1 dex bne FinishLoop ldx #8 dey beq EndImage FinishLoop lda PFA,y jmp Scanloop EndImage Here's an image and the binary with PF1 data. The 3 last pixels of PF1 delay 1 line. hiper.bin Edited November 5, 2008 by LS_Dracon 1 Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted November 5, 2008 Author Share Posted November 5, 2008 Small variation. AtariAge Logo : aabiglogo.bin 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.