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Forums > C64 Coding > Software sprites....
2006-04-24 10:16
PopMilo

Registered: Mar 2004
Posts: 145
Software sprites....

Does anybody have any expirience with software sprites?
Bobs?

In hires or char mode?

Games I susspect have something to do with software sprites:

Cybernoid for bullets...
Last ninja for masking main character (its not a software sprite, only hardware one masked, to show visibility...)
karnov
Astromarine corps
..,

What is record for these?
2006-04-24 10:35
Oswald

Registered: Apr 2002
Posts: 5027
in the better games bullets are usually made of software sprites ie. characters, which only move in the char grid.

its meaningless to ask whats the record, as the number of achievable soft sprites will vary with definiton. (size, number of color, etc, etc).

As we luckily have sprites, software sprites are rarely used, check my first line for the most cases.

Anyway, your questions are not specifyc enough for good answers. ("Does anybody have any experience with XXXX? YYYY?" Lets assume I do, so what? what do you want to know?)
2006-04-24 10:44
Cruzer

Registered: Dec 2001
Posts: 1048
Bubble Bobble for bubbles.

Software sprites are also known as bobs.
2006-04-24 11:00
enthusi

Registered: May 2004
Posts: 675
personally I always felt like X-Out features ALOT of them
2006-04-24 11:48
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Well, Boulder Dash is the obvious first one to mention (everything is soft sprites, showing it's Atari 8-bit heritage there...) and there's some big character-based bullets in Salamander or the Turrican series, the green attackers and men in Dropzone (again, it's from the Atari) are all soft sprites. The nasties in Extreme are char sprites too, but the they only step a char at a time so it's a little rough. One of the IK+ fighters is chars as well (the original International Karate on the Atari uses a mixture of char sprites with hardware sprite underlays to get the colours up).

The short answer is don't use 'em unless you're really desperate and, if at all possible, keep them fast-moving to avoid having to do sub character steps. If you need to go smooth, precalculate the horizontal shifts and preferably the vertical too as far as y'can, that'll help a bit. Oh, and it's a total fucker for CPU overhead! =-)
2006-04-24 13:15
Monte Carlos

Registered: Jun 2004
Posts: 351
My opinion is, that bobs moving only quantized with the chargrid don't count.


2006-04-24 14:01
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: My opinion is, that bobs moving only quantized with the chargrid don't count.




Well, strictly speaking a "BOB" is a Blitter OBject so the C64 doesn't have 'em at all since there's no blitter. Software sprites can be anything from char-stepping bullets to fully rendered and masked objects on the bitmap.
2006-04-24 17:08
pernod
Account closed

Registered: Nov 2004
Posts: 25
I could be wrong, but if I remember it correctly Goonies was all multicolor bitmap.
2006-04-24 17:11
cadaver

Registered: Feb 2002
Posts: 1154
Also Conan (by Datasoft too), and Karateka. Wings of Fury relies heavily on software sprites too, though not exclusively.
2006-04-24 17:24
Graham
Account closed

Registered: Dec 2002
Posts: 990
If you are looking for software sprites, look at all the games ported from ZX Spectrum. For example "Fairlight", "Underwurlde" etc etc, there are so many of them.
2006-04-24 17:40
cadaver

Registered: Feb 2002
Posts: 1154
Underwurlde is interesting. If I remember, it uses sprites for the enemies, and bitmap for the bubbles & rope in the caves, but manages to retain quite high framerate.
 
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