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<1234567…34>
  • Sprite DesignerDoes anybody know of a good sprite-designer package? The game I'm currently working on is requireing a lot of sprites, and coding them all as binary…

    ... anybody know of a good sprite-designer package? The game I ... be able to design a 16x16 sprite, with or without colour, with ... information is interleaved for that sprite.

    Does anybody know ...
    bobs bobs January 2006 Development
  • Machine Code Sprites Example Code Using Char Based SystemBelow is my WIP code to do smooth screen wrapping sprites using char positions and offsets, as opposed to writing direct to a line (0-191) and shifti…

    ... LD IX,sprites ; Point to sprite data
    LD B,TOTALSPRITES ... return so we can print sprite to screen

    sprite
    LD E,(IX+3 ... * 3 char, 9 chars per 16x16 sprite)
    gfx:

    ; ...
    robpearmain robpearmain August 2004 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... LD IX,sprites ; Point to sprite data
    LD B, ... BC

    ; Is sprite enabled, ignore if not
    sprite
    LD E,(IX+3 ... * 3 char, 9 chars per 16x16 sprite)
    gfx:

    ...
    robpearmain robpearmain August 2004 Development
  • Drawing some spritesI figured I want to draw some sprites. My target was to do a 16x16 masked sprite. There's no clearing here, just drawing the sprites. My first ite…

    ... target was to do a 16x16 masked sprite. There's no clearing ... 3 sprites a frame. A 16x16 sprite takes 768 bytes due to ... /> With that routine, drawing a sprite takes 546 + 768 = 1314 bytes ... different shifted positions of the sprite will take different times to ...
    Sol_HSA Sol_HSA November 2015 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... LD IX,sprites ; Point to sprite data
    LD B, ... BC

    ; Is sprite enabled, ignore if not
    sprite
    LD E,(IX+3 ... * 3 char, 9 chars per 16x16 sprite)
    gfx:

    ...
    robpearmain robpearmain August 2004 Development
  • IM2 Machine Code Sprites Example Code Using Char Based SystemFurther to my earlier post, here are sprites running using char method with IM2 driving it Note, for 48k spectrum using TASM [code] ; ***********…

    ... LD IX,sprites ; Point to sprite data
    LD B, ... BC

    ; Is sprite enabled, ignore if not
    sprite
    LD E,(IX+3 ... * 3 char, 9 chars per 16x16 sprite)
    gfx:

    ...
    robpearmain robpearmain August 2004 Development
  • Sprite DesignerDoes anybody know of a good sprite-designer package? The game I'm currently working on is requireing a lot of sprites, and coding them all as binary…

    ... be able to design a 16x16 sprite, with or without colour, with ... information is interleaved for that sprite.

    Does anybody know ...
    Alcoholics Anonymous Alcoholics Anonymous January 2006 Development
  • Sprite DesignerDoes anybody know of a good sprite-designer package? The game I'm currently working on is requireing a lot of sprites, and coding them all as binary…

    ... be able to design a 16x16 sprite, with or without colour, with ... information is interleaved for that sprite.

    Does anybody know ...
    Metalbrain Metalbrain January 2006 Development
  • Rainbow Generator for 48K Spectrum using PUSHThis is what I came up with from [B]gasman[/B]'s suggestions. It's stable in ZXSpin and ZX32 simulating a 48K Speccy. Anyone like to try it on the …

    Assuming your data format is all the bitmap data for a 16x16 sprite followed by all the attribute data for a 16x16 sprite then you can import it into the tile editor. The data starts at 49152, so that's room for 256 sprite frames/tiles.
    chev chev May 2009 Development
  • Legality surrounding T-Shirts designs?Hi everyone....I going to ask bit of a noob question here because I haven't got the first idea where to start. I've recently helped launch a retro t…

    ... blown-up image of a 16x16 sprite design most of these companies ...
    bobs bobs June 2009 Sinclair Miscellaneous
  • Legality surrounding T-Shirts designs?Hi everyone....I going to ask bit of a noob question here because I haven't got the first idea where to start. I've recently helped launch a retro t…

    ... blown-up image of a 16x16 sprite design most of these companies ...
    ToxieDogg ToxieDogg June 2009 Sinclair Miscellaneous
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... something other than box sprite collision detection. Otherwise horizontally ... are two types of sprite collision detection available in ... background is deadly) the sprite collision detection is pixel ... the edges of your 16x16 sprite grid the collision detection ...
    jonathan jonathan March 2010 Development
  • Platform Game Designer 2Right, with Telly Heroes out of the way, I've decided to have a second attempt at this. I've ditched the old PGD2 source, and started again with the…

    ... doubles the RAM used per sprite. That's the main ... There are two types of sprite collision detection available in SEUD ... background is deadly) the sprite collision detection is pixel perfect ... around the edges of your 16x16 sprite grid the collision detection ...
    BiNMaN BiNMaN March 2010 Development
  • Smiler 2: In the CityHi All, I've now completed my next game, "Smiler 2: In the City". It is available for download here:- [url]http://wonko.gotdns.org/sinclair/smile…

    ... loaded the SevenuP sprite editor and thought "What sprite can I ... designed the protagonist or "player sprite", which was originally a white ... it quite right within a 16x16 sprite. I would move it around ... Finally I drew the house sprite and then made some simple ...
    Digital Prawn Digital Prawn March 2010 Brand new software
  • Big un-attr'd spritesHi all, I'm trying to find or come up with a generic sprite routine that can handle large (128x64) sprites. I've looked at DrwSprNC in the Sabrewulf…

    Can't you take an existing 16x16 sprite routine and just extend the number of X and Y writes? You'll only be repeating code you've already got.
    Turkwel Turkwel March 2011 Development
  • Famous 8 x 8 graphicsHi All, Part of a game I'm writing involves collecting falling 8x8 graphics, one level will be fonts (got this bit sorted) and another will be 8x8 g…

    ... I've switched to a 16x16 sprite of a generic blob creature ...
    joefish joefish June 2011 Development
  • Super Stick ManBeen thinking about doing a weird platformer for a while now, but since I have zero programming knowledge, and a modicum of drawing skills, I thought…

    ... z88dk. (96 bytes for one 16x16 sprite frame is eating memory like ...
    Timmy Timmy July 2011 New game ideas
  • Super Stick ManBeen thinking about doing a weird platformer for a while now, but since I have zero programming knowledge, and a modicum of drawing skills, I thought…

    ... z88dk. (96 bytes for one 16x16 sprite frame is eating memory like ...
    TechnicianSi TechnicianSi July 2011 New game ideas
  • AND,XOR,OR,BIT,RES,SET,CPL,NEG,RLC,RRC,SLA,SRL,RL, RR,SRA for BASICAs this was drifting away from the original INKEY$ thread I thought that I'd create a new one. So here's a routine to provide all of the above mentio…

    ... This is perhaps the slowest sprite printing routine in the world ... hey! It can display a 16x16 sprite with a mask, so the ... can be exposed behind the sprite.

    This demonstrates ... this position). msk is the sprite mask associated with this particular ...
    mcleod_ideafix mcleod_ideafix October 2011 Sinclair Basic
  • Arcade Game Designer 2.0 releasedI know dozens of you downloaded the previous version of AGD. Well, you can put it away now because I've made some major improvements to that version…

    ... a 8x8 UDG instead of 16x16 sprite, but I still can't ... number (subtype) of block the sprite (as a placeholder) collides. For ...
    NRA NRA December 2011 Development
  • Arcade Game Designer 2.0 releasedI know dozens of you downloaded the previous version of AGD. Well, you can put it away now because I've made some major improvements to that version…

    ... a 8x8 UDG instead of 16x16 sprite, but I still can't ... number (subtype) of block the sprite (as a placeholder) collides. For ...
    jonathan jonathan December 2011 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ...
    Well... My first sprite routines work this way: for ... routine is the calculate-rotate sprite. So, my interrupt ...
    - Erase the sprite from screen, restoring previous contents ... technique of sprite compiling. If you have a 16x16 sprite available, I ...
    mcleod_ideafix mcleod_ideafix January 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... ;592693]If you have a 16x16 sprite available, I can show you ...
    BiNMaN BiNMaN January 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... 592693]Well... My first sprite routines work this way: for ... routine is the calculate-rotate sprite. So, my interrupt ...
    - Erase the sprite from screen, restoring previous contents ... technique of sprite compiling. If you have a 16x16 sprite available, I ...
    Spiky16384 Spiky16384 January 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... 592693]Well... My first sprite routines work this way: for ... routine is the calculate-rotate sprite. So, my interrupt ...
    - Erase the sprite from screen, restoring previous contents ... technique of sprite compiling. If you have a 16x16 sprite available, I ...
    climacus climacus January 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... have multiple copies of the sprite in memory, each one ... 8 copies of your sprite. Also a 16x16 sprite then requires you actually ... store a 24x16 sprite for ... that - some of the sprite animations actually expand as they ...
    joefish joefish January 2012 Development
  • Screen routinesHello. For my games I?m using the sprites routine method of a screen buffer and when I finish to print all the sprites I dump all the buffer in the …

    ... a character belongs to a sprite, draw its attribute as well ... (showing the first, 'null shifted' 16x16 sprite):

    EEE
    DDE ... br />
    where D=actual sprite data characters, E=zero filled ... attribute, it skips the corresponding sprite character.
    Hikaru Hikaru May 2012 Development
  • Machine code optimisationI'm geting back into z80 coding and wonder what the best way of showing how efficient the code is. I've got Rodney Zaks book and see there are timin…

    ... use :-

    My main 16x16 sprite routine shifts the two bytes ... of each sprite line left or right by ... at the start of the sprite routine and then editing the ... amount of shifting for that sprite on that occasion.
    David Jones David Jones September 2013 Sinclair Miscellaneous
  • Machine code optimisationI'm geting back into z80 coding and wonder what the best way of showing how efficient the code is. I've got Rodney Zaks book and see there are timin…

    ... it.

    My main 16x16 sprite routine shifts the two bytes ... of each sprite line left or right by ... on the right of the sprite.

    The cost is ... pulling out some reusable code (sprite engine[s], whatever) let me ...
    Alcoholics Anonymous Alcoholics Anonymous September 2013 Sinclair Miscellaneous
  • A new full-screen bicolor engine called NIRVANA[I]OK, there's something I need to clarify first: Nowadays if you write [B]"multicolor"[/B] everyone assumes it refers to "multicolor 8x1" (an attri…

    ... tiles. Personaly i think 16x16 sprites and tiles are ... the problem of using one 16x16 tile instead?

    16x16 sprite to allow for his ... 2-pixel movement within the sprite frame.
    Though ... forced to use the 16x16 sprites. You can draw ...
    joefish joefish December 2013 Brand new software
<1234567…34>

Latest Posts

  • Your Favorite Magazine Cover Tapes.
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  • Mis-labeled cassette titles or a name change?
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