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<1…78910111213…34>
  • 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 …

    ... -up the shift of the sprite graphic, rather than doing the ... first sprite routine to work - it was just a black 16x16 square ...
    bobs bobs 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 …

    ... draw to while copying the sprite graphic. The sp1 engine ... a selection of provided routines (masked, ORed, XORed, LOAD, etc) ... .

    7. Individual sprite characters can be classed as ... faster than other types of sprite engines, the overhead will ...
    Alcoholics Anonymous Alcoholics Anonymous 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 …

    ... draw to while copying the sprite graphic. The sp1 engine ... a selection of provided routines (masked, ORed, XORed, LOAD, etc) ... .

    7. Individual sprite characters can be classed as ... faster than other types of sprite engines, the overhead will ...
    climacus climacus January 2012 Development
  • Games with Parallax ScrollingI loved that effect. It gave a false depth to the game.. To me a game with parallax scrolling was a better game. How wrong I was.. anyway, a list of…

    ... , there are games that have masked and overlaid layers of parallax ... screen (with the odd hardware sprite moving about).
    joefish joefish January 2012 Games
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    ... is that i have working sprite routine with ability mirror and ... enough to place two 24x48 masked sprites on screen per frame ...
    Fikee Fikee February 2012 Development
  • Double Dragon 128k - The graphicsAs you are all probably aware, I tried gathering a team of people together a few years back to make a totally re-programmed version of Double Dragon …

    [QUOTE] i have working sprite routine with ability mirror and ... enough to place two 24x48 masked sprites on screen per frame ... off... Is it a generic sprite engine that can be used ... this game?... Id love a sprite engine as versitile as that ...
    kgmcneil kgmcneil February 2012 Development
  • A z88dk + sp1 demo (with source)Since nowadays people are still wondering about how difficult it is to make something in z88dk, I thought I just put a very simple demo to show how e…

    ... , and shows many things like masked sprites, beeps, keyboard detection. ... /> [CODE]
    /****************************************

    sp1 Sprite Demo 1

    A ... {
    struct sp1_ss *s; // sprite handle returned by sp1_CreateSpr()
    AndyOaks AndyOaks March 2012 Development
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    ... />
    Basically, for each sprite, you need to know:
    16x16 pixel sprites. The sprite routine that needs ... two methods of combining the sprite data with the background. ... Mask allow sprite priorities (some sprites are ...
    DaRkHoRaCe DaRkHoRaCe March 2012 New game ideas
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    ... game will be using... Masked sprites means we can ... have background scenary, Non-masked means we can't ... screen number.
    - Sprite system is simple, non- ... players path.
    - Sprite will thus detect screen pixels ... adding much to have masked sprites in a game ...
    kgmcneil kgmcneil March 2012 New game ideas
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    ... , involve my assumptions about the sprite engine (I don't see ... even adding much to have masked sprites in a game like ... routine able to put four masked 24x24 sprites in one frame ... ) so i would think about masked sprites (and full blown background ...
    Fikee Fikee March 2012 New game ideas
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    ... routine able to put four masked 24x24 sprites in one frame ... ) so i would think about masked sprites (and full blown background ... needs.
    We lack the sprite part, and the engine for ...
    DaRkHoRaCe DaRkHoRaCe March 2012 New game ideas
  • 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…

    ... for Speccy via AGD, but 16x16 fixed size is a bit ... making a bigger composite sprite (e.g. 16x16) does seem to be ...
    NRA NRA April 2012 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…

    ... for Speccy via AGD, but 16x16 fixed size is a bit ... making a bigger composite sprite (e.g. 16x16) does seem to be ... to select and then change sprite behaviour using the events editor ...
    jonathan jonathan April 2012 Development
  • Arcade Game Designer 3The latest version of the arcade game creation tool for the 128K Spectrum. AGD 3 now boasts pop-up menu and inventory facilities for arcade adventur…

    ... ]EDIT:[/U] Ok, the sprite is 16x16 (2 bytes), why three blocks ...
    NRA NRA May 2012 Brand new software
  • Outrun Europa - In colourAre there any coder's willing to see if we can put the colour into this game as originally intended?

    ... you only have an 8x8 sprite, you still store it in ... , when it scales up to 16x16 it appears to move down ...
    joefish joefish May 2012 New game ideas
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    ... anyone how fast their sprite routines have to ... be masked or not.

    Total sprite area ... the total is 36 sprite characters, which actually isn ... of sophistication of the sprite routines a little ... raises the sprite routine sophistication another notch ...
    Alcoholics Anonymous Alcoholics Anonymous May 2012 New game ideas
  • Abbaye des morts[url]http://www.locomalito.com/juegos_abbaye_des_morts.php[/url] Looks like Spectrum, sounds like Spectrum, but it's not a Spectrum ('cause no colou…

    ... to anyone how fast their sprite routines have to be ... determine whether things can be masked or not.[/QUOTE]
    ... level of sophistication of the sprite routines a little bit.[/ ... needs for clipping raises the sprite routine sophistication another notch.[/ ...
    DaRkHoRaCe DaRkHoRaCe May 2012 New game ideas
  • 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
  • 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 …

    ... . The sprites need to be masked, but you don't have ... preservation and restoration for each sprite, but since the buffer is ...
    Metalbrain Metalbrain May 2012 Development
  • ZX-Paintbrush version 2.2 releasedDear readers, Today I released ZX-Paintbrush 2.2 with many new features. I hope you'll like it. Please refer to ZX-Paintbrush's section of my homepa…

    ... graphic.[/QUOTE]

    A sprite editor would be a good ... . Hmm. We already have a 16x16 pixel area for all those ... have.
    To make such sprite editor thing, we only would ...
    clausjahn clausjahn May 2012 Emulators
  • ZX-Paintbrush 2.2.1 releasedDear readers and friends of ZX-Spectrum emulator stuff! Today I released the version 2.2.1 of ZX-Paintbrush with interesting new features and many b…

    ... the nearest size multiple of 16x16), exporting the entire screen only ... ) I was recently porting animated sprite work over from SevenUp to ...
    clausjahn clausjahn July 2012 Emulators
  • BIFROST* ENGINE 1.2 released!Another improved version of the BIFROST* ENGINE is now available! Download it here: [url]http://www.worldofspectrum.org/infoseekid.cgi?id=0027405[/u…

    ... /> [*] Automatically drawing up to 7 sprite tiles at any char row ... /> I just need that my 16x16 tiles can be positioned at ...
    na_th_an na_th_an August 2012 Brand new software
  • BIFROST* ENGINE 1.2 released!Another improved version of the BIFROST* ENGINE is now available! Download it here: [url]http://www.worldofspectrum.org/infoseekid.cgi?id=0027405[/u…

    ... ]I just need that my 16x16 tiles can be positioned at ... it's possible to use sprite tiles. These are 2 special ... />
    [*] There will be 4 sprite tiles available in "slow" mode ...
    Einar Saukas Einar Saukas August 2012 Brand new software
  • BIFROST* Advanced Programming - part 4In previous posts I demonstrated how to move multicolor tiles up and down smoothly by a single pixel, and sideways by an entire char (8 pixels). Thi…

    ... you have a 8x16 sprite in the 16x16 frame and move it ... frames, and then move the sprite one char and start the ...
    na_th_an na_th_an August 2012 Development
  • BIFROST* Advanced Programming - part 4In previous posts I demonstrated how to move multicolor tiles up and down smoothly by a single pixel, and sideways by an entire char (8 pixels). Thi…

    ... have a 8x16 sprite in the 16x16 frame and move ... and then move the sprite one char and start the ... (see the flying pig sprite). Although the real trick ... through the centre of the 16x16 frame, then squeeze down ... efficient use of the 16x16 tile than using up ...
    joefish joefish August 2012 Development
  • BIFROST* Advanced Programming - part 4In previous posts I demonstrated how to move multicolor tiles up and down smoothly by a single pixel, and sideways by an entire char (8 pixels). Thi…

    ... you have a 8x16 sprite in the 16x16 frame and move it ... frames, and then move the sprite one char and start the ...
    Einar Saukas Einar Saukas August 2012 Development
<1…78910111213…34>

Latest Posts

  • Your Favorite Magazine Cover Tapes.
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  • Mis-labeled cassette titles or a name change?
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    harriusherbartio on 10:58AM
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    Paradigm Shifter on 1:54AM
  • Frankie's ZX Spectrum Digouts
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HitBox

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masked 475 583
sprite 5.5K 11.1K
16x16 617 767

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