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Pimp the Bb standard kernel (Groundfounding)


Erik Zimmermann

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Hallo,

 

any loss in the kernel should be removed to increase the fun factor.

 

[yes] more Player  4 - 8  Flickering and Animating Four Multicolor Sprites. 

[yes] remove the flickering of the sprites when they are on the same scanline. 

[yes] no lost missile0 or missile1

 

Increase the number of sprites and remove the flickering.


The money can be collected via Groundfounding Platform. For the further development I

would even pay 500 € to the developer who helps us to fulfill this wish. 

 

+ Assembler developer 
+ knowledge of Batari Compiler (owner himself)

 

Bye 

Erik

 

 

4_multicolor_sprite_flicker.bas

Edited by Erik Zimmermann
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The flickering can't be avoided easily.  Think of the playfield, missiles, ball and sprites as crayons.  The 6502 CPU drags each crayon line-by-line across the screen.  With some trickery it can re-use the same crayon on the same line.  Alas, being clever takes time so only so much can be done.  Try to do too much and there's no time to deal with game logic and the TV screen rolls.

 

You can get most of what you want by going DPC+

https://www.randomterrain.com/atari-2600-memories-batari-basic-commands.html#dpcplus

 

 

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20 hours ago, Erik Zimmermann said:

Hallo,

 

any loss in the kernel should be removed to increase the fun factor.

 

[yes] more Player  4 - 8  Flickering and Animating Four Multicolor Sprites. 

[yes] remove the flickering of the sprites when they are on the same scanline. 

[yes] no lost missile0 or missile1

 

Increase the number of sprites and remove the flickering.


The money can be collected via Groundfounding Platform. For the further development I

would even pay 500 € to the developer who helps us to fulfill this wish. 

 

+ Assembler developer 
+ knowledge of Batari Compiler (owner himself)

 

Bye 

Erik

 

You can avoid flickering with the standard bB kernel to get 4 player and 4 missile sprites on the same scanline by rendering them every other frame without calling draw screen.  

 

The example is written in Flashback BASIC for the Atari Flashback Portable. Flashback BASIC is another BASIC that allows extra time to get stuff done over the standard bB kernel like DPC+. 

 

SPACEINVADERS_FLASHBACK.bin FLASHBACKSPACEINVADERS.txt

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TIA has five freely positionable objects and that's all there is.

 

Even with bus stuffing and ARM assist, it would be very challenging to draw more than two freely positionable individual truly multicolor sprites on a scanline--meaning true sprites that can be freely positioned on any given scanline, with their own individual colors (for each line and a not shared color with anything else), and able to manifest in any possible pattern:  that can represented by a byte as a binary pattern of eight color clocks.

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