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| moving a mode 2 sprite by an uneven number of pixels http://www.retrosoftware.co.uk/forum/viewtopic.php?f=73&t=447 |
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| Author: | bouncingbill [ Mon Feb 08, 2010 11:57 pm ] |
| Post subject: | moving a mode 2 sprite by an uneven number of pixels |
Hi, new to the forum, but very interested in doing something in asm. Lastnight i did my first Hello World program in Swift/BeebAsm. The last time i did a 6502 Hello World program was over 20 years ago. I also experimented with plotting pixels in mode 2, and i had forgotten how ropey the screen addressing is. My heart sank a little when i realised how complicated writing a simple sprite routine would be, and looking at the example source code on this site, i'm a little daunted, as my 6502 knowledge is all but gone. My question is, how would you even go about plotting a sprite on an uneven x coord? Given that &01 is black/red, &02 red/black, &03 red/red etc. Just the theory behind it would be welcome, unless i've missed something in the various source. Thanks. |
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| Author: | RichTW [ Tue Feb 09, 2010 7:58 am ] |
| Post subject: | Re: moving a mode 2 sprite by an uneven number of pixels |
I wouldn't particularly advise it - it's far better to just have two versions of your sprite, one with a blank column on its far right, and another offset a pixel to its right, with a blank column on its far left. If you have 4 frames of animation for movement, you can incorporate this offset into 2 of those frames for free. It's not to say it can't be done of course - Chuckie Egg and Exile are two games which can plot Mode 2 sprites at any horizontal position, and they do so by storing the sprites in a different way. Chuckie Egg, for example, has only monochrome sprites, so it stores its sprites with 1 bit per pixel. When it plots them, it just checks each bit in turn and does a pixel plot if set. It's not particularly optimised though, and is quite slow, as you can see from the flicker! Exile is much more clever, but it still uses a similar method, building its sprites up from two bit planes (for 4 colours) instead of one. BTW welcome to the forum! |
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| Author: | SteveO [ Mon Feb 15, 2010 9:38 am ] |
| Post subject: | Re: moving a mode 2 sprite by an uneven number of pixels |
Yes, the screen layout is a nightmare isn't it viewtopic.php?f=8&t=366 If you can get away with it it makes things easier. |
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| Author: | DaveJ [ Mon Feb 15, 2010 10:34 am ] |
| Post subject: | Re: moving a mode 2 sprite by an uneven number of pixels |
ISTR in Kevin Edward's and Roland Waddilove's series on writing machine code games in The Micro User they also both said doing anything other than 2 pixel movement in Mode 2 was more trouble that it was worth. You can get hold of a DVD with a complete set of scans of The Micro User (with both those series) from DaveE at http://www.acornelectron.co.uk/ - you may find it helpful. |
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| Author: | DaveF [ Sat Mar 13, 2010 9:04 pm ] |
| Post subject: | Re: moving a mode 2 sprite by an uneven number of pixels |
DaveJ wrote: ISTR in Kevin Edward's and Roland Waddilove's series on writing machine code games in The Micro User they also both said doing anything other than 2 pixel movement in Mode 2 was more trouble that it was worth. I'd agree with them - 2 pixels at a time is usually adequate, unless you have specific requirements in mind. DaveJ wrote: You can get hold of a DVD with a complete set of scans of The Micro User (with both those series) from DaveE at http://www.acornelectron.co.uk/ - you may find it helpful. Oh - I wonder if we could just upload those particular pages to the site? |
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