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José Pereira

player missiles

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Hello again.

 

What's the tecnic behind more than 2 multicoloured sprites?

(in games like Mirax Force(on the inlay game card it says: "7 sprites at once), Guardian, Humanoid,...).

In Mirax Force Force and Guardian all sprites are from 3 diferent colours each.

 

I know that you can have 2multicoloured sprites on the same line, but i think in this cases you have more.)

 

In Humanoid, for example, you have your ship (because of the wide it's 2 multicoloured sprites)and then all the others.

Another thing: the enemys have the same colours as the players ship (Why?). Will this because it uses the same colour

registers as your ship (and the same sprite?)

 

 

Another thing.

If I have a screen done with G2F, is it possible to do 2 multicolour sprites to use abose the screen (for a game, 1 for the

enemy and the other for our player)?

 

 

 

A last thing.

Anymore programs that i can import screens from maps or other computers and then build Atari8bit screens with more colours

on each line (like SIFE), but not with artifacting.

 

Many thanks for your help.

Best regards.

José Pereira.

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Hello again.

 

What's the tecnic behind more than 2 multicoloured sprites?

(in games like Mirax Force(on the inlay game card it says: "7 sprites at once), Guardian, Humanoid,...).

In Mirax Force Force and Guardian all sprites are from 3 diferent colours each.

 

I know that you can have 2multicoloured sprites on the same line, but i think in this cases you have more.)

 

In Humanoid, for example, you have your ship (because of the wide it's 2 multicoloured sprites)and then all the others.

Another thing: the enemys have the same colours as the players ship (Why?). Will this because it uses the same colour

registers as your ship (and the same sprite?)

 

I just checked Humanoid, there are only 2 multicolored sprites on the same line, the player and enemy. Enemies are 8 pixels wide done by two overlayed PMG players, the player ship is 12 pixels wide, 2 pmg players (8 pixels) + missile0&missile1 (2 pixels) and missile2&missile3 (2 pixels) therefor the player end enemies has the same color.

Edited by MaPa

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I know that you can have 2multicoloured sprites on the same line, but i think in this cases you have more.)

 

No, in all three of those cases they're not using more than two multicoloured sprites a scanline; the player ship is assigned two players (Humanoid is a slight exception, i'll explain that in a moment) and the nasties are using the remaining two with DLI splits dividing them into independent objects (along with colour splits in some cases) as the scan passes down the frame. Watch how everything moves closely and you'll see that the nasties never pass over the same scanline as each other, in fact Humanoid and Mirax Force both lock them down so there's no vertical movement at all and Last Guardian has them all shifting at the same speed down the play area with those recycling splits moving with them.

 

In Humanoid, for example, you have your ship (because of the wide it's 2 multicoloured sprites)and then all the others.

Another thing: the enemys have the same colours as the players ship (Why?). Will this because it uses the same colour

registers as your ship (and the same sprite?)

 

The player ship in Humanoid is twelve pixels wide, it's built from two of the players and all four missiles, working in pairs to produce the extra four multicolour pixels; since the missiles get their colour from the players, so if the nasties weren't the same colour there'd be a part of the ship where the colour would match whatever nasty was on the same line as it.

 

Another more complex example of this system at work is Lowca, turn the trainers on and watch how the attack waves move because it looks like it can handle more than one nasty a scanline but they rather balletically get out of each others way before that happens so that recycling splits can kick in (that one uses ten pixel wide objects for nasties with two players and two missiles each and an eight pixel wide player ship).

Edited by TMR

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