HEL engine: 4 tiles per scan line?
RedNifre
Posts: 84
Hi there!
After all those months of being extremely busy I finally have some time to continue writing my first Hydra game. [noparse]:)[/noparse]
I use the HEL engine and got some weird behaviour so I visit the forum to find out if its because of HEL or if its my fault.
The description says 8 sprites, maximum 4 per scanline. Scanline means horizontal line, right?
In my game you sometimes have the situation where you have an L-shape of sprites like this:
(A)
7
6
5
4
3
2
.1
(B)
7
6
5
4
3
21
Situation A works great, but situation B causes the 16 lines where sprite 1 and 2 are to get messed up.
So my question is: Is "8 sprites, max 4 per scanline" really 100% accurate (which would mean that I made a really strange mistake somewhere) or is it maybe more like "up to 8, but when at least 2 sprites share a scanline you should use only 4 total, even if the other sprites are not sharing scanlines"?
I have different work-arounds for situation B but which one to choose depends on the exact sprite limitations of the HEL engine and I don't want to implement them just to find out that it was the wrong approach. I'm still illiterarte when it comes to assembly so I can't reverse engineer the HEL engine yet.
Please help! :-/
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Hydra in a LEGO NES:
http://forums.parallax.com/showthread.php?p=654788
After all those months of being extremely busy I finally have some time to continue writing my first Hydra game. [noparse]:)[/noparse]
I use the HEL engine and got some weird behaviour so I visit the forum to find out if its because of HEL or if its my fault.
The description says 8 sprites, maximum 4 per scanline. Scanline means horizontal line, right?
In my game you sometimes have the situation where you have an L-shape of sprites like this:
(A)
7
6
5
4
3
2
.1
(B)
7
6
5
4
3
21
Situation A works great, but situation B causes the 16 lines where sprite 1 and 2 are to get messed up.
So my question is: Is "8 sprites, max 4 per scanline" really 100% accurate (which would mean that I made a really strange mistake somewhere) or is it maybe more like "up to 8, but when at least 2 sprites share a scanline you should use only 4 total, even if the other sprites are not sharing scanlines"?
I have different work-arounds for situation B but which one to choose depends on the exact sprite limitations of the HEL engine and I don't want to implement them just to find out that it was the wrong approach. I'm still illiterarte when it comes to assembly so I can't reverse engineer the HEL engine yet.
Please help! :-/
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Hydra in a LEGO NES:
http://forums.parallax.com/showthread.php?p=654788
Comments
Let me know what happens.
Andre'
Since the demo contains mainly code that is not allowed to be distributed to people who don't own a hydra I added a password to the zip-file.
The password is the first word on page 666 of the Hydra book ("first" meaning black font on white background, the password isn't "Game")
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Hydra in a LEGO NES:
http://forums.parallax.com/showthread.php?p=654788
Post Edited (RedNifre) : 10/11/2007 8:23:26 PM GMT
Andre'
You can always modify the driver to make the hsync bigger and give yourself some more time!
Andre'
I also noticed that everything works great if you use only few different sprites (like, having 8 sprites with the same graphics causes no problems).
Anyway, since I don't want to deal with assembly language yet I just keep it that way for now. Only a few levels have these specific situations and the graphical errors have no impact on gameplay at all.
Expect my first game somewhen this year. [noparse]:)[/noparse]
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Hydra in a LEGO NES:
http://forums.parallax.com/showthread.php?p=654788
ANdre'