Retro Lord #1 Posted February 17, 2015 I'm a bit rusty with the multisprite and I can't get the third sprite too show up. Any idea why? rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 includesfile multisprite_bankswitch.inc set kernel multisprite set romsize 8k set smartbranching on player0x = 81 player0y = 20 player2x = 81 : player2y = 40 player4x = 81 : player4y = 50 player3x=81 : player3y=60 scorecolor=$0E dim _P1_L_R = player1x.a dim _P1_U_D = player1y.b dim _P2_L_R = player2x.c dim _P2_U_D = player2y.d dim _P5_L_R = player5x.k dim _P5_U_D = player5y.l dim _P0_L_R = player0x.i dim _P0_U_D = player0y.j dim _P4_L_R = player4x.p dim _P4_U_D = player4y.w dim _P3_L_R = player3x.s dim _P3_U_D = player3y.z main player0: %01111110 %10100101 %11111111 %10100101 %11111111 %10000001 %10000001 %01000010 %00111100 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end COLUP0=$2E COLUP1=$44 COLUP2=$44 COLUP3=$44 player2: %00100100 %00111100 %01111110 %01011110 %01011110 %01101110 %01111110 %00100100 end player3: %00100100 %00111100 %01111110 %01011110 %01011110 %01101110 %01111110 %00100100 end player4: %00100100 %00111100 %01111110 %01011110 %01011110 %01101110 %01111110 %00100100 end drawscreen if joy0right then _P0_L_R = _P0_L_R + 1.00 if joy0left then _P0_L_R = _P0_L_R - 1.00 _P2_U_D = _P2_U_D-1.00 _P3_U_D = _P3_U_D-1.00 _P4_U_D = _P4_U_D-1.00 goto main Quote Share this post Link to post Share on other sites
Papa #2 Posted February 17, 2015 COLUP2=$44 COLUP3=$44 COLUP4=$44 ..there ya go. Quote Share this post Link to post Share on other sites
+iesposta #3 Posted February 17, 2015 (edited) This just made me realise I have an unused sprite in my multisprite game FLAPPY! I never used virtual player1! player0 and player1 are real hardware registers. An exception had to be made to refer to the virtual player1 and not the hardware player1. In a multisprite kernel "player1" is reused for player1, player2, on up to player5 (for the multisprite kernel) and up to player9 (for the DPC+ kernel). So to define and use "virtual player1", _player1 is the code. _player1: %00000010 %00000001 end _player1=_player1+2 Hope this helps.Since _player1 is a special case command, I see I avoided it completely when making FLAPPY. Edit: I also found I could not detect collision with player0 (that giant green pipe) and the bird sprite, so there is a missile1 hidden in the bird sprite/position. I liked this missile use for three reasons: 1. It made collision detection with the pipe work. 2. When falling, the missile sometimes appears outside the bird sprite, I think it looks like a feather. 3. It allows the top and bottom of the bird to graze or touch the pipe without triggering a collision which I liked better than "pixel perfect" collision death. Edited February 17, 2015 by iesposta Quote Share this post Link to post Share on other sites