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Darthtom

New Batari one-line sprite Kernel / demo

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HI Guys,

 

I just wrote an new one-line kernel for Batari Basic . Playfield could have any height, sprite is one-line resolution. Up to 4 sprites possible via flicker.

Any suggest please.

 

I attached a demo game ( Le Mans - start of the c64 game clone)

 

Have a nice day

 

Tom from Berlin

 

 

 

lemans.bas.bin

lemans.bas.png

Edited by Darthtom
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28 minutes ago, TheMajorHavoc said:

Looking great so far! Do multi-color sprites work in your kernal?

not yet, but it will be soon, when I found more cycles left to do it

 

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Pretty cool stuff. I'm guessing the playfield is in ROM? Is it a mirrored / repeated playfield instead of asymmetrical? Are you planning on releasing the supporting code for others to use as well?

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2 hours ago, Karl G said:

Pretty cool stuff. I'm guessing the playfield is in ROM? Is it a mirrored / repeated playfield instead of asymmetrical? Are you planning on releasing the supporting code for others to use as well?

Yes , I will post the source code tommorrow, in case you can live without ball /missile0 , P0 could me multicolored- in 1 line res

The playfield ist mirrored or repeated in rom , yes of course, there is no available ram . You can use PF1 + PF2 , also PFO in case you don't need ball / multicolored support

 

 

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i will write an tutorial to use this kernel out of batari basic. It's a complete rewriten multi sprite kernel

tom

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2 minutes ago, Darthtom said:

Yes , I will post the source code tommorrow, in case you can live without ball /missile0 , P0 could me multicolored- in 1 line res

The playfield ist mirrored or repeated in rom , yes of course, there is no available ram . You can use PF1 + PF2 , also PFO in case you don't need ball / multicolored support

 

 

asymetrical playfield is nearly impossible in a 1 -line kernel without DPC + etc. 

 

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Very cool to see a new multi sprite kernel!

 

Is it player0 and 3 virtual sprites using player1?

 

Any chance for collision detection between sprites?  i.e. collision(player0, player3)

 

Also, any collision detection between sprites and playfield?  i.e. collision(player2, playfield)

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i flickered p0 and p1 == 4 sprites 

the flicker is done with 30hz , that don't hurt your eyes too much

collision with p0/p1 with playfield works, collision through sprites not, you have to check the borders ( it is shown in my demo game Le Mans)

the ball is also flickered --> ball1 + ball2 and could have independent positions on x/y

also you could tweak the nusiz registers during run time --> for resize or double / triple sprites 

 

 

lemans.bas.bin

Edited by Darthtom
new version
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On 1/30/2021 at 7:11 PM, Darthtom said:

 

1-line sprite kernel with batari basic. 

Playfield PF1 and PF2 also with 1-line res.

You can choose of different modi 

Modus 0  Add two flickered balls, at any height

Modus 1 : add multicolor sprite support for p0 and flickered p0 

Modus 2: colored playfield

Modus 3: colored background

Modus 4: add PF0 support 

the sprites must be all in the same height , it is done with sprite masking to reduce the cycles 

Greetings Tom

 

On 1/30/2021 at 7:11 PM, Darthtom said:

 

lemans.bas.bin

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