Is there games that switchs from hardware sprite to software sprite dinamicaly?

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Par flyguille

Prophet (3031)

Portrait de flyguille

23-07-2010, 21:08

but end bosses, and like galaga game, has the limitation in movement, of 8x8 blocky.... that is not freedom

Ok, so without double buffer in SW sprite we will have flickering, so that means that vdp is not fast enought for do 2 SW sprites in V-Blank period.

nah, that is because you take the background from VDP at first time, you needs to take the background from the *MAP render engine*, so picking that subroutine where it returns a pointer to GFX background block of certain X,Y pos in screen, and use that to get the GFX that is in background level.

Then you can to draw on, one, and two and three sprites.... how knows there is already a sprite at the time that you needs to draw a another sprite?

You needs to compare coordinates, IF you already has a square area of a sprite image with its background already in RAM, ¿why you will to feetch from VDP?

The only one problem is to overlap that partially...

when two squares of screens (that must have background + sprite) are overlaping, the second sprite to overlap, will take the square of the sprite already done, and enlarge IN RAM that square to fit the two sprite.... ALL THIS is DONE without touching the VDP at all.

then when you has a list of squares buffered in RAM, you can to copy then to VDP.

The only one problem is the RESTORE of the background, but if you already are doing a game where it scrolls, you alreandy are re-rendering.

the only one problem, that SW sprites without 8x8 blocky limit, is for BITMAP only......

and BITMAP escept using register scroll don't allow a lot of FPS, but thinks in that you are improving the VDPs limits gaining freedom.

Par Yukio

Paragon (1540)

Portrait de Yukio

23-07-2010, 21:47


Ok, so without double buffer in SW sprite we will have flickering, so that means that vdp is not fast enought for do 2 SW sprites in V-Blank period.

Maybe because of it that some games remove the background when playing against the bosses ... This or their could use some form of simplier graphics like waves or stars. Locked screens could be nice animated without problem because even the MSX1 standard has enought video pages. It is just a matter of copying enough characters for a *BIG* software sprite ... Huge characters are only difficulty to draw not to animate. The problem with two software sprites is that their could overlap over each other! This that could cause more delays on the animation, without freedom of movement I can use one software sprite on each side of the screen. It should be possible to use either smooth scroll or huge software sprites (even two of them) on the screen.

Screen 1 has some limitation on the tile banks (only one set of 256 characters). Screens 2 and 4 has 3 * 256 character tiles. It should be possible to animate two characters on Screen 2/4.

Par sd_snatcher

Prophet (3642)

Portrait de sd_snatcher

25-07-2010, 03:38

I was thinking, in games that facing the 5th or 9th sprite in the same line... I was WONDERING.....

if some developer or commercial game DOES, a sprite switching dinamicaly...

<snip>

anybody did already this?

Konami's Soccer does something like this.

It dynamically switches from sprites to tiles while the game is running. It's easy to know which one is which:

- The tile players erase the lines of the field around them, while the sprite players don't.
- The sprite players usually flicker, while the file players don't.

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