Here's a video of the new sprite routines I have been working on for ROMvX0:
https://www.youtube.com/watch?v=F9XdTe4zZ9w
There is more work that needs to be done in reducing sprite flicker, (especially as sprites approach the top of the screen), and a double buffered rendering mode needs to be added for 64K Gigatron's, (which will eliminate sprite flicker and glitches completely).
There's detailed info in the video's description.
Sprites
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Be nice. No drama.
Be nice. No drama.
Re: Sprites
Very good work, an incredible performance, I love it.
Re: Sprites
This is fantastic! I'm looking forward to tinkering with these new sprite routines
Re: Sprites
Cheers guys!
Here's an updated video of where I am at, it uses a rather sneaky cheat of extending VBlank by an extra 20 scanlines to allow most of the sprites to be redrawn before active video display, (as well as sorting by ascending Y), thus almost completely eliminating flicker and glitches.
https://www.youtube.com/watch?v=1TVFWlMzO3k
Here's an updated video of where I am at, it uses a rather sneaky cheat of extending VBlank by an extra 20 scanlines to allow most of the sprites to be redrawn before active video display, (as well as sorting by ascending Y), thus almost completely eliminating flicker and glitches.
https://www.youtube.com/watch?v=1TVFWlMzO3k
Re: Sprites
Another update, I have added Bullets; 4x4 user definable patterns that use XOR to draw and restore, (all the usual caveats apply when XOR drawing).
https://www.youtube.com/watch?v=mT-jkaNwsbM
https://www.youtube.com/watch?v=mT-jkaNwsbM
Re: Sprites
How should I compile ROMvX0, is there any one that has been compiled?