José Pereira #51 Posted November 12, 2011 Rasters in a game line Arkanoid should be possible.... in 32 byte width the byte position fits well, to give the border a separated colour. Mixing of Raster/midline changes and PM should do nicely. What have you here? Re-use of P0 or PF2 Midscanline change? (it would have to be P1 because Bonus have to be higher Prior as it can go over Bricks) Could it be like: -> P0: Bonus -> Paddle would need: P1(Left side)/P2(Middle)/P3(Right side) -> 5th Player: 3Missiles=3Balls or shoots... But still about the 3Enemys... But also how Tezz get that Light Blue on the sides Walls, by Players? How would you midscanline change colours on every Brick, remember that when a Brick destroyed it would be replaced by the background gfxs... (these are from AMIGA and, of course, it's just to show the Bricks and gfxs colouring and the side Status Area is like if wasn't there for A8) Still lots of Quote Share this post Link to post Share on other sites
emkay #52 Posted November 13, 2011 Rasters in a game line Arkanoid should be possible.... in 32 byte width the byte position fits well, to give the border a separated colour. Mixing of Raster/midline changes and PM should do nicely. What have you here? Re-use of P0 or PF2 Midscanline change? (it would have to be P1 because Bonus have to be higher Prior as it can go over Bricks) Could it be like: -> P0: Bonus -> Paddle would need: P1(Left side)/P2(Middle)/P3(Right side) -> 5th Player: 3Missiles=3Balls or shoots... 3 balls should be built with one player/missile. They only "sometimes" cross one scanline for some flicker. So it never should be a big problem. But still about the 3Enemys... Objects are rather small, and they have the same shapes. Pre-shifting shouldn't really kill the RAM usage, does it? But also how Tezz get that Light Blue on the sides Walls, by Players? Doing the midline changes, you can simply reposition players. But it has to be assured, to use that for only the range of where those were needed. To leave enough cpu for the game itself In lines, where no bricks/or less bricks occure, players get free to do a lineup. How would you midscanline change colours on every Brick, remember that when a Brick destroyed it would be replaced by the background gfxs... Remove the player and set the background? Or Set the player and background? Quote Share this post Link to post Share on other sites
José Pereira #53 Posted November 13, 2011 OBJECTS: Three maximum at the same Line, would need Players to colour them, but there's no Player available I think Quote How would you midscanline change colours on every Brick, remember that when a Brick destroyed it would be replaced by the background gfxs... Remove the player and set the background? Or Set the player and background? Quote Share this post Link to post Share on other sites
sack-c0s #54 Posted November 13, 2011 (edited) How would you midscanline change colours on every Brick, remember that when a Brick destroyed it would be replaced by the background gfxs... assuming it's possible, and you have unrolled code to do it, you could just modify the code at some other point. so if you had something like colourWrite: A9 00 LDA #$00 8D xx xx STA someColourRegister later on you could store the colour value to colourWrite+1, which in turn would replace the 00 in the first LDA. When the brick is gone you just alter the write to the correct background colour. Edited November 13, 2011 by sack-c0s Quote Share this post Link to post Share on other sites