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Sprites Multiplexing

1,449 bytes added, 09:56, 26 February 2017
/* Examples of Sprites Multiplexing on an Amstrad Plus */
Sprites Multiplexing is a technic often used on other achines machines with Hardware Sprite Capability.
It was often used on the [[Commodore 64|C64]].
It allows to "Multiplex" the same Sprite at different rasters lines.
 ==Limitations of Sprites Multiplexing on Amstrad Plus== The technic impose some specifications limitations due to the somewhat unachieved design of the Amstrad Plus and the complex specificity of the [[ASIC]] :
* The same Sprite is simply copied/duplicated as it is.
* No multiplexed sprites can be at the same Line.
Multiplexing on the PLUS is much more difficult than on the C64. The reason is that the location for the graphics are fixed on the PLUS. e.g. Sprite 0 always looks at &4000 in the ASIC sprite RAM. This can't be changed. On the PLUS however you can freely change the X,Y position so it is possible to perform some multiplexing of the sprites. Another way to multiplex sprites is to use screen rupture, because the sprite X,Y coordinate is based on the CRTC's Raster and Line Counter. ==Possible uses== This can then be used for games like Shoot'emups... as the sprites don't always need to be well animated (just moved) and as enemies waves are often pre-determined (R-Type is the typical exempleexample).
So it fit well for Vertical Waves of enemies.
==Examples of Sprites Multiplexing on the PLUS is much more difficult than an Amstrad Plus == This Technic wasn't really exploited on the C64. The reason is that amstrad Plus, mainly because the location for the graphics are fixed on the PLUS. e.g. Sprite 0 always looks at &4000 in the ASIC sprite RAM. This canAmstrad Plus wasn't be changedreally exploited.
On the PLUS however you can freely change the X,Y position so it is possible to perform some * [[Black Sabbath]] by [[BDC-Iron]] (first harwired sprites multiplexing of the demo as claimed by its author)*[[ Delirium Tremens]] preview by BDC-Iron (32 Harware sprites per line with actually only 8 sprites.slots used)
Another way to multiplex sprites is to use screen rupture* [[Synergy]] demo. by [[AsT/Impact]] (ndAsT : Yes this demo uses Sprites Multiplexing ! For example, because the wobbler only uses 1 sprite X,Y coordinate is based line !!!... and have you ever count the balls displayed on the CRTC's Raster and Line Counterscreen ?)*[[XMas 2008 Dentro]] by [[AsT/impact]] (The christmas balls are composed of 4 sprites... copied 4 times on your screen)* Probably [[It was so nice before the crash of the mir station]]
In games, [[Prehistorik 2]] by [[Titus Software]] uses sprite multiplexing for the (second) big cloud/rocks that appear in the front. Did you notice that there are always 2 identical big clouds/rocks on screen at once..? Each one is drawn using all 16 hardware sprites. ==Sprites Video== *Sprite Multiplexing on an C64 : http://www.youtube.com/watch?v=oyf2W239eRY*Synergy Demo on Amstrad Plus : http://www.youtube.com/watch?v=YGH5JIPWQ2I ==Other Sources and links == * maybe the [[SynergyAmstrad CPC plus sprite format]] synergy demo.*Probably [[It was so nice before the crash of the mir stationProgramming:CPC Plus Hardware Sprites]]
*[http://codebase64.org/doku.php?id==Other Sources ==base:sprite_multiplexing Sprite Multiplexing Article at a C64wiki]*[http://lywenn.eu.org/projets/mtpx/mtpx.pdf Sprite Multiplexing project on Nintendo DS]
[[http://codebase64.org/doku.php?id=base:sprite_multiplexing Sprite Multiplexing Article for C64]]
[[Category:CPC Plus]][[Category:Programming]][[Category:Graphic]][[Category:Stub]]
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