Having made a tool, to draw stippled ATTR art (see here), it seemed sensible to have a go at doing something with it.
I've been working on an Attr sprite engine, that uses a scratch screen in the background. (this is my third try at this, having got so far in and then confused myself with my own uncommented assembly. Third go I've been much more fastidious with commenting)
The Sprites can be any dimensions up to 24x24 (having this as a flexible number caused me a right headache). I think with a small tweak I can make the sprite size much taller (though obviously it'll not fit on the screen).
Link to .tap file: https://drive.google.com/open?id=1cuuN_ ... aoDRR6ELE6
ATTR Sprite demo (Sonic)
ATTR Sprite demo (Sonic)
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Re: ATTR Sprite demo (Sonic)
Nice! Looks good, and fast too. Out of interest, how are you handling the masking? Are you hijacking the FLASH bit, using RLE or something else?
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Working on something, as always.
Working on something, as always.
Re: ATTR Sprite demo (Sonic)
Sprites are one byte per 'pixel' and the masking is currently anything 'Magenta Ink,MagentaPaper' (0x1b) - but it's my intention to search and replace that at the last minute to be 'flashing bright black' I think.
I was just likely to use black in my drawing, and drawing on a hideous magenta background is easier to see than on black ink on a black background!
I was just likely to use black in my drawing, and drawing on a hideous magenta background is easier to see than on black ink on a black background!
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Re: ATTR Sprite demo (Sonic)
Ooo! Now that looks impressive!
Every man should plant a tree, build a house, and write a ZX Spectrum game.
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Author of A Yankee in Iraq, a 50 fps shoot-’em-up—the first game to utilize the floating bus on the +2A/+3,
and zasm Z80 Assembler syntax highlighter.
Re: ATTR Sprite demo (Sonic)
Very nice! I used the flash bit in splATTR to mask the data.uglifruit wrote: ↑Sat Jan 11, 2020 4:33 pm Sprites are one byte per 'pixel' and the masking is currently anything 'Magenta Ink,MagentaPaper' (0x1b) - but it's my intention to search and replace that at the last minute to be 'flashing bright black' I think.
I was just likely to use black in my drawing, and drawing on a hideous magenta background is easier to see than on black ink on a black background!
Re: ATTR Sprite demo (Sonic)
Thanks. SplATTR was such a brilliant use of this art style., and clearly you'd made a very fast engine. I was super impressed with it when it was released ... In fact on your website you quote my review (that I wrote for RGCD) singing its praises!
Did you make the sprites, and store the stuff from underneath to restore later, or build up a double buffered screen layer by layer each frame?
I've taken the latter, easier, approach.
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Re: ATTR Sprite demo (Sonic)
Ooh that's very cool. Whether it's games or demos, this technique hasn't been explored nearly enough.
Re: ATTR Sprite demo (Sonic)
The game was entirely double-buffered - since the game scrolls constantly, and I wanted to have animating backgrounds, most of it changes each frame anyway. And it’s only a 768 byte blit - less when you exclude the HUD.uglifruit wrote: ↑Sat Jan 11, 2020 10:08 pmThanks. SplATTR was such a brilliant use of this art style., and clearly you'd made a very fast engine. I was super impressed with it when it was released ... In fact on your website you quote my review (that I wrote for RGCD) singing its praises!
Did you make the sprites, and store the stuff from underneath to restore later, or build up a double buffered screen layer by layer each frame?
I've taken the latter, easier, approach.