Looking for a simple and fast sofware sprite routine in ASM.

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By hit9918

Prophet (2927)

hit9918's picture

07-08-2014, 12:30

Softwaresprite demo Big smile
https://sites.google.com/site/tueftlerlabs/home/downloads/
https://sites.google.com/site/tueftlerlabs/home/downloads/si...

To be simple, the nametable cant be used. Then got no doublebuffering, rendering got to fit in the blank. Then no background restore and then no sprite overlap.
Still I couldn't resist to add color :) I wanted to see some MSX sprites for the first time.

In a doublebuffered 25 fps engine one would have 5 times more render time...
And 16x16 sprites need 24x24 pixels rendering, factor 2.25 gap overhead.
But 16x16 seemed reasonable for rendering in blank, to get some number of sprites.
A nametable engine could do much bigger things, but also is a much bigger project.

By youki

Supporter (11)

youki's picture

07-08-2014, 13:28

thanks for this code. It looks very insterresting, i will study it in depth during my vacation (starting next week! Smile ).

I have very quickly read the code, correct me if 'm wrong, i think you preshift dynamically the sprite patterns at start of program? In my case , having only 1k of RAM... i will have to store preshifted patterns in ROM.

By hit9918

Prophet (2927)

hit9918's picture

07-08-2014, 14:38

Yes, it is with preshifted graphics.
The demo sprite does something special with color, 2 colors in a line, that would need care in a converter tool.
It works when 8 pixels are same color, it depends on the sprite whether it is usable.

If you need more speed, it is easy to turn to mono. Then sprite clearing needs to be changed to clearing the pattern. The color version clears only color, with identic nibbles that is enough.

By youki

Supporter (11)

youki's picture

07-08-2014, 15:18

Do you know good graphic tools , to draw sprite / Pattern and generate set of preshifted images?

By ARTRAG

Enlighted (6923)

ARTRAG's picture

07-08-2014, 18:46

Magellan from atariage

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