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José Pereira

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If you go into char-mode you are restricted to the 128 chars. So when you lose 72 chars to the soft sprites its a big hit.

I had my graphican remove tiles from the background gfx because i needed the chars for the soft-sprites. Its a really annoying "feature" of the Atari.

 

I think it was proposed lots of times in the forum but I want to repeat it:

Don't copy Turrican! Make a Turrican inspired game. Then you can decide for yourself which of the tiles you want and more importantly, you can set the enemy sprites in a way they circumvent the A8 limitations.

 

Jose, take the C2 interlude: Its almost perfectly "aligned" for the A8 features. I might come back to this after August :)

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If you go into char-mode you are restricted to the 128 chars. So when you lose 72 chars to the soft sprites its a big hit.

I had my graphican remove tiles from the background gfx because i needed the chars for the soft-sprites. Its a really annoying "feature" of the Atari.

 

I think it was proposed lots of times in the forum but I want to repeat it:

Don't copy Turrican! Make a Turrican inspired game. Then you can decide for yourself which of the tiles you want and more importantly, you can set the enemy sprites in a way they circumvent the A8 limitations.

 

Jose, take the C2 interlude: Its almost perfectly "aligned" for the A8 features. I might come back to this after August :)

 

If you guys give me work I maybe out of these Topics for a while.

It's your fault (Uwol, Barbarian, Creatures 2, Pac-Mania, Solomon Keys, Sub-Hunter, Edge Grinder,...). You coders have to re-start coding. Come on that's your work :D

Just kidding, maybe I have lots of free time and you have lots of other things to do ;)

Give me work or at least re-start the coding of the games and I'll be a 'Happy worker' :P

 

 

(I have Turrican with someone but as we have more going on/thinking at the same time we decided to first get a sort of a Universal Chars/Charsets and soft sprites/PMs. underlays/overlays that will be usefull to all Games (static and scrolling).

With that we may get things very quickly.

The time to code is the hard thing for him, but he'll sure get it :thumbsup: )

Edited by José Pereira

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If you go into char-mode you are restricted to the 128 chars. So when you lose 72 chars to the soft sprites its a big hit.

You don't have to ;)

There is a method for soft sprites in charmode that needs only 24(8x3) characters per charset, and that leaves 124 chars for background.

It uses 3 charsets- one per character line.

This can be expanded for larger sprites of course.

 

Ask Jose about it, he was the one who came up with that idea :)

 

I might come back to this after August :)

I'll have code to show as soon as I come back from hollidays in Turkey in August(Awesome country btw.) :)

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I'll have code to show as soon as I come back from hollidays in Turkey in August(Awesome country btw.) :)

Fethiye is great ;)

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Jose, take the C2 interlude: Its almost perfectly "aligned" for the A8 features. I might come back to this after August :)

 

It's also a lot of fun to play, which is a bonus :)

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If you go into char-mode you are restricted to the 128 chars. So when you lose 72 chars to the soft sprites its a big hit.

You don't have to ;)

There is a method for soft sprites in charmode that needs only 24(8x3) characters per charset, and that leaves 124 chars for background.

It uses 3 charsets- one per character line.

This can be expanded for larger sprites of course.

 

Ask Jose about it, he was the one who came up with that idea :)

 

I might come back to this after August :)

I'll have code to show as soon as I come back from hollidays in Turkey in August(Awesome country btw.) :)

 

one charset per line? so 24k?

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Not useable for my current thing. It scrolls vertically. To be honest I didn't really thought about it. But will keep it in mind for others projects.

 

@Jose: when I add 1+1 am I right to assume the Turrican coder is from Germany? :)

BTW, when you go for general sprite routines you lose performance as you see in the C2 interlude. When I employ specialized routs it should look better. But I am so close to finish my first game that sucks in all my free-time. So, no time for C2 :(

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one charset per line? so 24k?

No...

Lets say you need sprites with size MxN in characters.

Then you need N+1 character sets.

Line 0 - charset 0

line 1 - charset 1

...

line 'i' - charset (i mod N+1)

 

For each sprite you reserve M+1 characters in each character set.

 

Rest of the characters should be same in each character set (so you can freely use them all over screen).

 

To display sprite on screen you plot M+1x N+1 characters (each row will contain same character numbers but will show different data from those N+1 sets).

 

Of course you can implement masking with background, going behind some characters,different 'fifth' color and stuff like that.

 

You have take in account special addressing of data in sprites while drawing them but it is not too hard.

 

And, I don't see obstacles why this couldn't be used for vertical scrolling also...

 

......

Got to go now, I promissed my lady I won't touch computer for two weeks ;)

(this typing on a mobile phone is kinda cheating) :)

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one charset per line? so 24k?

No...

Lets say you need sprites with size MxN in characters.

Then you need N+1 character sets.

Line 0 - charset 0

line 1 - charset 1

...

line 'i' - charset (i mod N+1)

 

For each sprite you reserve M+1 characters in each character set.

 

Rest of the characters should be same in each character set (so you can freely use them all over screen).

 

To display sprite on screen you plot M+1x N+1 characters (each row will contain same character numbers but will show different data from those N+1 sets).

 

Of course you can implement masking with background, going behind some characters,different 'fifth' color and stuff like that.

 

 

 

You have take in account special addressing of data in sprites while drawing them but it is not too hard.

 

And, I don't see obstacles why this couldn't be used for vertical scrolling also...

 

......

Got to go now, I promissed my lady I won't touch computer for two weeks ;)

(this typing on a mobile phone is kinda cheating) :)

 

 

ok. nothing special ;) i thought there is some new knoff hoff... ;)

 

maybe I try this way if this works better in Beyond Evil than my 0,1,2,0,1,2 ADG approach...

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one charset per line? so 24k?

No...

Lets say you need sprites with size MxN in characters.

Then you need N+1 character sets.

Line 0 - charset 0

line 1 - charset 1

...

line 'i' - charset (i mod N+1)

 

For each sprite you reserve M+1 characters in each character set.

 

Rest of the characters should be same in each character set (so you can freely use them all over screen).

 

To display sprite on screen you plot M+1x N+1 characters (each row will contain same character numbers but will show different data from those N+1 sets).

 

Of course you can implement masking with background, going behind some characters,different 'fifth' color and stuff like that.

 

 

 

You have take in account special addressing of data in sprites while drawing them but it is not too hard.

 

And, I don't see obstacles why this couldn't be used for vertical scrolling also...

 

......

Got to go now, I promissed my lady I won't touch computer for two weeks ;)

(this typing on a mobile phone is kinda cheating) :)

 

 

ok. nothing special ;) i thought there is some new knoff hoff... ;)

 

maybe I try this way if this works better in Beyond Evil than my 0,1,2,0,1,2 ADG approach...

 

 

Karol nothing new. It's the Pac-Mania charset use: 4Charsets like Chrset0 for Status Area and 1,2,3,4,1,2,3,4,... 5Kb. for all screen.

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...There is a method for soft sprites in charmode that needs only 24(8x3) characters per charset, and that leaves 124 chars for background.

128-24=124 :)

 

Should be 104.

 

Looks like my math skills are not working propperly on vacation :)

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... i thought there is some new knoff hoff... ;)

I wish... Stuff like this has been done for decades, it's just interesting to discover all the "special" methods we have to use on A8 to get something "simple" on the screen...

 

maybe I try this way if this works better in Beyond Evil than my 0,1,2,0,1,2 ADG approach...

Hmmmmm.....

What is the status of Beyond Evil???

I don't remmember reading anything new about it for ages :(

 

ps.I hope it's not turning into Dwarf Fortress ;)

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small correction so others do notlearn it wrong:

LDA # is 2 cycles

STA abs is 4 cycles

 

 

Hehe... It worked. I'd bet, If you didn't correct this, some children wouldn't have another cause for defending their romper room.

Ofcourse, I know it's 6 cycles. That's why I wrote "some cycles more or less". The editing of Rasters in G2F is cycle exact. Just a hint.

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