What is important in a sprite library ?

Any discussions related to the creation of new hardware or software for the ZX80 or ZX81
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Bean
Posts: 73
Joined: Fri Aug 01, 2014 8:40 pm

What is important in a sprite library ?

Post by Bean »

I am working on a sprite library for the 16K ZX81.
It uses a video interrupt handler to place the sprites, when you move the sprite it puts back what was under the sprite.

Right now it only handles a single 1 character sprite, but I plan to make it handle two 1 character sprites and two 3x2 sprites.

I am thinking that the single character sprites should be able to move on their own and detect if they hit something.

What would you like see in a sprite library ?

I'll post some code once it gets a little further along...

Thanks, Bean.
Bean
Posts: 73
Joined: Fri Aug 01, 2014 8:40 pm

Re: What is important in a sprite library ?

Post by Bean »

Here is just a simple demo of how it will work.

Bean
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GCHarder
Posts: 428
Joined: Sat Dec 14, 2013 7:46 pm

Re: What is important in a sprite library ?

Post by GCHarder »

This may have been done already.

Available here, published in Your Computer Sept 84

https://archive.org/details/your-comput ... 1/mode/2up


http://www.users.globalnet.co.uk/~jg27p ... _name8.htm

Regards;

Greg
Bean
Posts: 73
Joined: Fri Aug 01, 2014 8:40 pm

Re: What is important in a sprite library ?

Post by Bean »

Thanks Greg, I'll take a look at it.

Bean
Spinnetti
Posts: 255
Joined: Sat Sep 12, 2020 11:29 pm

Re: What is important in a sprite library ?

Post by Spinnetti »

Sprites as a "thing" are well defined. Hi-rez, collision detection, pixel movement etc. Having clearly documented functions in machine language would be great - The referenced article provides a tool to do from basic so no need to reinvent that wheel, but just clear modular ML routines would be handy for me for sure. Me and a buddy have been doing our own, but not happy with the results yet.
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