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Search Again :: Adv Search 1000 results in 0.017s
<1…24252627282930…34>
  • Robot SantaAlien Ferox has grown beyond what could be accomplished on a humble Speccy - i've run out of memory AND ideas so that's indefinitely halted. BUT In…

    ... fixed. The star sprite remains the same, ... but the main sprite has had his ... top of the sprite, raising him 5 ... the other robot sprite too, have made ... chomping evil santa sprite, draw some other ... that little chomping bouncing ball sprite from Ferox!)
    ...
    SimonLCFC SimonLCFC October 2014 Brand new software
  • Robot SantaAlien Ferox has grown beyond what could be accomplished on a humble Speccy - i've run out of memory AND ideas so that's indefinitely halted. BUT In…

    ... (for example if your player sprite toches a certain object) where ... one that reproduces the player sprite)
    in that screen ... they will play their animation routine; if the player hits key ... to completely remove the player sprite.
    Having the star ...
    gabriele amore gabriele amore November 2014 Brand new software
  • SpritesYes yes, I know this has been hashed over plenty of times before, but... I have knocked up a quick tiling routine which works with my back buffer co…

    ... - this is done for each sprite in turn.

    redraw ... /> I then reworked the sprite draw routine again, again, again to get ...
    MatGubbins MatGubbins November 2014 Development
  • Beautiful codeSome people see beauty or something sublime in maths formulas and equations, can anyone suggest examples of beautiful or sublime programming?

    ... to one display method, one sprite size, one game and authors ... make it safe, the fill routine accepts a parameter that limits ...
    Alcoholics Anonymous Alcoholics Anonymous November 2014 Development
  • SpritesYes yes, I know this has been hashed over plenty of times before, but... I have knocked up a quick tiling routine which works with my back buffer co…

    ... is to flip half the sprite (the top 8 pixels) on ... the worst scenario -that every sprite must be shifted and mirrored ... preparing the data for such routine could be a pain, unless ...
    Ralf Ralf November 2014 Development
  • Pixel level collision detection[SIZE=3][FONT=Calibri]I need to do some pixel level collision detection. Assuming I have a byte of my ?player? sprite in DE and a byte of screen to t…

    ... checking every byte of the sprite of my player with every ... byte of the sprite of all enemies, and I ... my player and a enemy sprite doesn't collide this way ... :)

    My pixel perfect routine draws my player and an ...
    mcleod_ideafix mcleod_ideafix November 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... be discarded altogether if the sprite has a masking border.
    sprite.
    [*]The C gubbins ... the start of each sub-routine can be discarded when using ... old version was about one sprite length behind). My later version ...
    Battle Bunny Battle Bunny December 2014 Development
  • Snowfall effectHow do you go about creating a snowfall effect like the one in Yeti? Now don't laugh, I'm currently printing 32 UDG's of dots OVER the top of my gam…

    ... in April.

    The routine as is will make a ... I would use the scrolling routine as is, but just before ... a solid block or a sprite don't draw but move ... you do that in this routine?[/QUOTE]

    See above ...
    R-Tape R-Tape December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... be discarded altogether if the sprite has a masking border.[/quote ... is creating a simple tile/sprite engine which works with the ... the definition for each different sprite.[/quote]
    True, but this ... the start of each sub-routine can be discarded when using ...
    na_th_an na_th_an December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... 000 T-states in copy routine, unless your program decides to ... column once for the entire sprite). In these cases, the ... just generalise your chunk output routine to wrap around the buffer ... odd columns. Also set interrupt routine to switch between normal and ...
    Einar Saukas Einar Saukas December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... 2 pixels per byte, my routine to copy pixels from linear ... extra overhead only once per sprite. Even for an average of ... only 2 big pixels per sprite, you would have to update ...
    Einar Saukas Einar Saukas December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... with a synchronised multi-colour routine. As we've seen, the ... that. The simplest method (for sprite rendering) is to have a ... be clever, try combining a sprite layer screen with a scrollable ...
    joefish joefish December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... the data segment from the routine which I came up with ... yflag.
    [*]For each different sprite, there would be one 'spritedata ... .
    [*]For each separate sprite there would be one 'spdat ... />
    sp1dat: defb 00,00 ;sprite 1: xcol (0-31), yrow ...
    Battle Bunny Battle Bunny December 2014 Development
  • 64x48 monochrome big pixels display ideaHi. I was playing with this idea of having a simple 64x48 bytes buffer, 1 byte per pixel, then a renderer which would take that buffer and render it…

    ... slowed down the post#51 routine with a couple of HALTs ... 4 bits[/code]
    The sprite is the same size, with ... don't have a separate routine to erase from the buffer ... use the print-to-buffer routine with an empty graphic 'graphZ ...
    Battle Bunny Battle Bunny December 2014 Development
  • Simple sprite inertiaDoes anyone have or can anyone point me to any good examples of sprite inertia (in assembly)? I'm not after anything vector related, just simple x,y…

    ... /> ;---------------------------------------------------------------
    ; Routine to Scan the Keyboard and Move Player's Sprite
    dmsmith dmsmith January 2015 Development
  • Speccy Vs Amstrad CPC Vs C64I hope no one minds me posting this here as well as in the announcements section. I'll delete it if there is a problem. It's childish fun but can I …

    ... having to appease the multiplexing routine. Again, look at how the ... do the best job of sprite multiplexing/enemy pattern handling, it ... original post about the smooth sprite, to which no-one has ...
    Fizza Fizza January 2015 Games
  • Finders Keepers+I know a few of you are interested in this project so I thought it was about time I started a proper thread for it rather than just slipping bits int…

    ... certain part of the game/routine is great - many times I ... working properly - the Push Bomb routine was my enemy for a ... to write" - the day the routine was written and the utter ... gone into rewriting that sprite/screen redraw routine to grab 1000 tstates ...
    MatGubbins MatGubbins January 2015 Development
  • Any Examples of player controlled masked sprite over flip screen tilemapped rooms?Please does anyone kindly have any z80 code examples of a flip screens tile map with a masked character sprite that you can control via keyboard, ie …

    Most real tile/sprite routines are heavily optimised for ... the person that wrote the routine in the first place :wink ... to screen addresses.
    2. Sprite shifting (or pre-shifted sprites ... )
    3. Sprite masking.
    4. Tile drawing ...
    GReW GReW February 2015 Development
  • Double height text...<p>Is here any good routines for printing a font double height?</p><p>I've concocted this ridiculous routine but I'm sure it can be done much better.…

    ... it uses the ROM print routine so it's pretty simple ... wizards and spells. Each 16x16 sprite is actually four characters printed ... variable to point at the sprite data.
    guesser guesser June 2015 Development
  • Could use some help improving some controls.Back when Dingo was released many people said they had problems controlling it, so I've decided to improve the controls on it, so you no longer need …

    ... s Revenge (though the sprite moves in 4 pixel increments ... the key reading routine. If the sprite is facing up ... br />
    As the sprite is up/down facing, check ... and thus make the sprite go into a bit of ... s easy to get the sprite 'snagged' on walls this ...
    Morkin Morkin July 2015 Development
  • Mirror tableCan anyone help with a byte mirror table? e.g. so you can look up a byte of a left-facing sprite and return the correct right-facing value. There …

    ... the sprite's L/R frames as opposites so the drawing routine ... takes the same time, regardless of the direction the sprite ...
    Ralf Ralf August 2015 Development
  • Mirror tableCan anyone help with a byte mirror table? e.g. so you can look up a byte of a left-facing sprite and return the correct right-facing value. There …

    ... the sprite's L/R frames as opposites so the drawing routine ... takes the same time, regardless of the direction the sprite ...
    Einar Saukas Einar Saukas August 2015 Development
  • Advices for double buffering ?Hi, I'm currently coding graphics routines for a forthcoming game, I use a double buffer (the dummy screen is at $e000, the code at $8000) to pro…

    ... there's no complicated tile/sprite layers that must be drawn ... size. A fullscreen SP copy routine takes about 90-93K T ...
    Hikaru Hikaru September 2015 Development
  • Full-screen 32 columns bicolor engine NIRVANA+I'm glad to announce the release of [b]NIRVANA+ ENGINE[/b], providing support for bicolor graphics (multicolor 8x2) in 32 columns for all standard Sp…

    ... can simply reserve a tile sprite for each entity and let ... on screen, POKE a new sprite position, and NIRVANA will automatically ... an easy solution. Use last sprite number to draw player, but ... implemented last week a drawing routine using "OR". It's slower ...
    Einar Saukas Einar Saukas September 2015 Brand new software
  • Monkey Island On Speccy...I would love to see Monkey Island on the speccy...think it can be done...not as much detail or graphics...but along the same story lines.... What ot…

    ... about the vast amount of sprite data that actually exists within ... one could find that speedplot routine that processes multiple draw commands ... with a fancy speed fill routine, then try processing the images ... such a z80 speed plotter routine might use... Just a ...
    kgmcneil kgmcneil October 2015 New game ideas
  • Full-screen 32 columns bicolor engine NIRVANA+I'm glad to announce the release of [b]NIRVANA+ ENGINE[/b], providing support for bicolor graphics (multicolor 8x2) in 32 columns for all standard Sp…

    ... , and a routine to redraw the background behind a sprite whenever it ...
    Einar Saukas Einar Saukas October 2015 Brand new software
  • 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…

    ... hardcoding means that one single sprite takes the ~3.5k space ... have eight copies of the sprite drawing routine, one for each shifting ...
    Sol_HSA Sol_HSA November 2015 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…

    ... bits of Y coordinate. Each routine will only need to calculate ... 'll implement that for the sprite compiler, but I don't ...
    Sol_HSA Sol_HSA November 2015 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…

    ... 28k per sprite =)

    Might work for the normal routine though ...
    Sol_HSA Sol_HSA November 2015 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…

    ... 'll implement that for the sprite compiler, but I don't ... , increasing your most time-critical routine from ~500 bytes to ~4K ... good tradeoff. However, in your sprite compiler version, it would mean ... ~3.5K (per sprite) to ~28K (per sprite), that's not viable ...
    Einar Saukas Einar Saukas November 2015 Development
<1…24252627282930…34>

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