Changes

Jump to: navigation, search

Sprites Multiplexing

661 bytes added, 09:56, 26 February 2017
/* Examples of Sprites Multiplexing on an Amstrad Plus */
==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.
==Exemples Examples of Sprites Multiplexing on an Amstrad Plus ==
This Technic wasn't really exploited on the amstrad Plus, mainly because the Amstrad Plus wasn't really exploited.
* [[Black Sabbath]] by [[BDC-Iron]] (first harware harwired sprites multiplexing demo as claimed by its author) by [[BDC-Iron]]*[[ Delirium Tremens]] preview by BDC-Iron(32 Harware sprites per line with actually only 8 sprites slots used) * Maybe the [[Synergy]] demo.by [[AsT/Impact]] (ndAsT : Yes this demo uses Sprites Multiplexing ! For example, the wobbler only uses 1 sprite line !!!... and have you ever count the balls displayed on the screen ?)*[[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.
==Video==
[[Category:CPC Plus]][[Category:Programming]][[Category:Graphic]][[Category:Stub]]
2,912
edits