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- Path: sdcc12.ucsd.edu!sdcc13!ckaiser
- From: ckaiser@sdcc13.ucsd.edu (Po-Ching Lives!)
- Newsgroups: comp.sys.cbm
- Subject: Re: How did they do that?
- Date: 23 Jan 1996 16:05:45 GMT
- Organization: University of California, San Diego
- Message-ID: <4e310p$1cg@sdcc12.ucsd.edu>
- References: <s1033e9c.075@shands.ufl.edu> <3103B318.5B43@xxxxx.com>
- NNTP-Posting-Host: sdcc13.ucsd.edu
-
- In <3103B318.5B43@xxxxx.com> xxxxx@xxxxx.com writes:
-
- >mello.med@shands.ufl.edu wrote:
- >> My wife aksed me a programming question that I was unable to
- >> answer. We have a cartridge by Atarisoft called Galaxian. Her
- >> question, and mine now is, how did they get all that movement on
- >> the screen at one time with only 8 sprites. Now I know being a
- >> somewhat novice 64 coder that more than 8 sprites are achievable
- >> through interrupts and that you can also use programmable
- >> characters for some programs. But there seems to be alot of
- >> movement on this game. Does anyone know how they achieved this?
-
- You are correct in mentioning that raster interrupts are quite
- viable in this case. However, you also mention another key clue:
-
- >> I did notice that when the aliens come down from their pattern
- >> that a black overlap (very small) can be seen as the ships move
- >> by the background (other ships). I don't know if anyone
- >> remembers, but Galaxian is a cross of Space Invaders and Galaga
- >> where the aliens are lined up in columns and then break off in
- >> groups to the bottom of the screen.
-
- The black overlap seems to indicate to me that Atarisoft was using
- character cells or some kind of programmable charset/hires graphics
- instead of sprites. A sprite with a 0 bit is translucent, but a char
- image never (just blank). One other key point: At the time this game
- was designed, the 64 OS was still a relatively new appearance.
- Therefore, advanced VIC effects like a raster IRQ were probably not
- well known. Programmable characters or hires graphics would have
- been considered easier to work with.
-
- >It is possible to show multiples of 8 sprites at once by splitting the
- >screen up by raster interrupts. This is also how they put a text screen
- >at the bottom of a graphics screen in some adventure games. I don't know
- >the specifics, (tho I have the ML routines somewhere if u want them) but
- >I suspect this is how they did it. I have seen as many as 64 sprites
- >onscreen at once, but it is very flickery.
-
- An excellent program called "32 Sprites" was published in one of the
- last issues of Gazette. It allowed some beautiful sprite motion and
- almost no interlacing or flicker. There was another Gazette program
- called "V-8" that claimed to provide the power of multiple VIC chips
- running in tandem but I found its performance jerky.
-
- Cameron Kaiser
- ckaiser@ucsd.edu
- visit the CWI home page at http://www.armory.com/~spectre/cwi.html
-