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Forum Index : Microcontroller and PC projects : CMM2 demo teaser

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berighteous
Senior Member

Joined: 18/07/2020
Location: United States
Posts: 110
Posted: 09:37am 13 Aug 2020
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3,8 with a custom palette.

here's how I store the oids just sequentially and I have arrays for their positions, so each animation frame points to the next oid and blit cuts an oid out and puts it where I tell it.  The line at the bottom of the screen is the palette.
Edited 2020-08-13 19:38 by berighteous
 
MauroXavier
Guru

Joined: 06/03/2016
Location: Brazil
Posts: 303
Posted: 11:35am 13 Aug 2020
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  berighteous said  I'm not using sprites. I have control arrays for any number of objects and I'm blitting them to the framebuffer.

It's one of the approaches that I use in my games. Sprites are cool and make the job, but when we need more frames and a flexible way to use the images, the blitting is unbeatable. Not so different what some game developers did in Commodore Amiga when the sprites aren't enough.

In some games arrays with blit make the things easier to control but when an absolute speed is a need,  SELECT CASE sequences can be faster than arrays, but only in simple operations.

And congratulations on your game, It seems to be enjoyable. I like the asteroids / bosconian / kobodeluxe game types.
 
matherp
Guru

Joined: 11/12/2012
Location: United Kingdom
Posts: 10315
Posted: 01:13pm 13 Aug 2020
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I've replicated the bug and it is something to do with line duplication in mode 3 but haven't found the bug yet.
 
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