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BiFi msx guru Berichten: 3142 | Geplaatst: 28 Mei 2004, 16:13   |
It's outside of the visible part anyway. I'm quite sure that of you use R#23 to make that part visible (or force 212 lines) that sprite on Y=209 will be visible again as well. At least the V9938 application manual doesn't say anything about that and neither does the TMS99x8 application manual.
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ro msx guru Berichten: 2320 | Geplaatst: 28 Mei 2004, 17:09   |
uh, no beef. Thaz the funny part. it DOES disble the current sprite!
If you check Aleste (msx2) (for example); while scrolling don't move and once in a while (depends on scroll speed eh) you'll notice the main sprite character (the fighter plane, duh!) jump up and down 1 line for a brief second (again depends on the speed for obvious reasons)
Other games I could mention have the same, so that's some proof. Further more I have tested that theory once (quess the results ppl, no buckaroonies for you this time!)
little stupid thingy, but hey.. gotta live with it.
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BiFi msx guru Berichten: 3142 | Geplaatst: 28 Mei 2004, 17:22   |
That's line 216 it skips, not 208, 209 or 217. And you say you've done everything with sprites already?  |
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ro msx guru Berichten: 2320 | Geplaatst: 28 Mei 2004, 18:41   |
yeah, been there done that. liked it, survived it.
oh, 208, 216.. 6143.. whatever. thing is the "put the sprite on me to make it in hiding"
Y position is really hiding it. That's what we're talkin' bout right. else you just put sprites on non visible Y positions (as you mentioned) ah well.
I'm a bit rusty on some specs, but the sprite crap is clear in mind.
One thing I HAVEN'T done with sprites is shoving them up YOUR tight ass, beef!  <- big smiley |
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BiFi msx guru Berichten: 3142 | Geplaatst: 28 Mei 2004, 18:53   |
Quote:
| One thing I HAVEN'T done with sprites is shoving them up YOUR tight ass, beef!  <- big smiley
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Oh yeah, as if that's gonna help.
Even though all this side-topic stuff is a lot of fun, it doesn't help IC either with his problem I think. |
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ro msx guru Berichten: 2320 | Geplaatst: 28 Mei 2004, 18:59   |
topic? what was the topic again? , aah yeah. Well, Think we've baffeld enough specs here for him to figure out his lilly prob. My quess he's just putting 2 sprites over each order in order to create a 3-colors-on-1-line sprite. Haven't seen him all day, better let him test all this new found wisdom. tattaa!
IC you speak(read) Dutch? I'd send ya the docs I wrote years ago, might help you out on various sprite questions. .. Eh that is, if I can find them again... sure.
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BiFi msx guru Berichten: 3142 | Geplaatst: 28 Mei 2004, 20:35   |
ro, did you do any sprite collision tests as well?
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IC msx professional Berichten: 538 | Geplaatst: 28 Mei 2004, 21:37   |
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| Haven't seen him all day, better let him test all this new found wisdom. tattaa!
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I'm online almost 24/7  Tatta! But I got some wisdom again I hope! These freakin sources are what?! 7 years old ehr.. But I get the big picture now and I'm testing my ass of at the moment...
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IC you speak(read) Dutch? I'd send ya the docs I wrote years ago, might help you out on various sprite questions. .. Eh that is, if I can find them again... sure.
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I saw some articles about sprite of somebody called 'Ro'-Man at SRS #4 (iirc). It freshed up my memory somewhat.
And If you have additional documentation about sprites, they are absolutly welcome here (even In Dutch! Cauz I can Read it, Write It and Understand it .  ) |
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BiFi msx guru Berichten: 3142 | Geplaatst: 28 Mei 2004, 21:59   |
Would be cool to have a copy of these articles coming my way as well. Very curious what you have found out more than we already know.
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ro msx guru Berichten: 2320 | Geplaatst: 29 Mei 2004, 11:28   |
yeah Beefman, did some collision test but never used it though. I've written a complete animation engine for Nosferatu and Fubsy which includes Hard- & software objects (sprites and real-gfx) so the build in sprite collision bits would become absolete anyway.
Indeed the SRM texts were from me (ro-the-man if you want..lol), I've upgraded/added much on those file in the years though. Also got some in-depth specs about using the clockchip, the mouse and joystick. I will see if I can dig'm up and translate it and publish them again (I'll send you a copy beef)
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snout
 msx legend Berichten: 4991 | Geplaatst: 29 Mei 2004, 15:12   |
Now that you mention Fubsy... are there still plans to finish that game?  |
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ro msx guru Berichten: 2320 | Geplaatst: 30 Mei 2004, 12:07   |
euh.. . . . . well yeah. uh.
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snout
 msx legend Berichten: 4991 | Geplaatst: 30 Mei 2004, 12:08   |
Great!  |
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[D-Tail] online
 msx guru Berichten: 2994 | Geplaatst: 30 Mei 2004, 14:22   |
Eurm... Back 2 topic -> I've made myself a lil' test game in NBASIC (ought to finish sometime  ) which uses R#23 to scroll the screen. I let my race car 'jump' over line 208, and tatta! There's no blittering anymore. So the ish about the line 209-sprite disabling can't be verified. The sprite's just staying there, not being disabled and such! |
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ro msx guru Berichten: 2320 | Geplaatst: 01 Juni 2004, 08:58   |
D, didn't I just mention that earlier?
p.s. I quite curious what Guyv would have to say on this matter (it's quiet without my flame-pal here!)
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