Changes to SP1 Sprite Engine - Sinclair

This is a discussion on Changes to SP1 Sprite Engine - Sinclair ; This is just a brief announce to let everyone know about some recent changes to the SP1 engine. SP1, in case you don't know, is a sprite library incorporated into z88dk that allows games to be written for the Spectrum ...

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Thread: Changes to SP1 Sprite Engine

  1. Changes to SP1 Sprite Engine


    This is just a brief announce to let everyone know about some recent
    changes to the SP1 engine. SP1, in case you don't know, is a sprite
    library incorporated into z88dk that allows games to be written for
    the Spectrum in C. Some recent examples can be found at www.z88dk.org/wiki/doku.php?id=library:sprites:sp1>

    Brief list of changes:

    - Got rid of all data that user programs used to have to define when
    using the library. No you just include and you're
    off. The old way of doing things was confusing people so a better way
    was found.

    - Sprites no longer have 'types' which used to merge flag bits with
    draw function identifier. Now type means sprite flag bits and the
    draw function to use is explicitly specified in the sprite create
    functions. This makes it a lot easier to see how user-defined sprite
    draw functions can be incorporated.

    - struct_sp1_cs (individual 8x8 pixel sprite chars) can now exist
    independently of sprites. They have been introduced as an easy way to
    draw foreground graphics elements. Individual sp1_cs can use any
    sprite draw function (eg mask, or, user-defined, etc) and can lie in
    any plane, this allowing sprites to draw behind or in front of them.
    Since the SP1 engine is a differential-update engine it only draws
    portions of the screen that change. Static struct_sp1_cs do not
    change and are only drawn when moving sprites cross their path. This
    means using them as foreground elements does not slow down the game
    appreciably.

    You can download a very basic test program that illustrates the
    changes:
    http://www.geocities.com/aralbrec/ti...imple-test.zip Half the
    sprites will draw behind the fence graphic and half in front.

    The code has had a going-over in preparation for porting the library
    to other machines. This will happen sometime in the next year. Maybe.


  2. Re: Changes to SP1 Sprite Engine

    A936@hotmail.com wrote:
    > This is just a brief announce to let everyone know about some recent
    > changes to the SP1 engine. SP1, in case you don't know, is a sprite
    > library incorporated into z88dk that allows games to be written for
    > the Spectrum in C. Some recent examples can be found at > www.z88dk.org/wiki/doku.php?id=library:sprites:sp1>


    Nice... I played that Phantomas game before. Good fun.

    Tho Frozen Bubble (Bust-A-What? *cough*) style game is pretty good fun
    too. Great music.

    > - Got rid of all data that user programs used to have to define when
    > using the library. No you just include and you're
    > off. The old way of doing things was confusing people so a better
    > way was found.


    Good stuff - never quite got my head around that whole thing. Looking
    forward to having another look after exams.

  3. Re: Changes to SP1 Sprite Engine

    fuzzix wrote:

    > A936@hotmail.com wrote:
    >> - Got rid of all data that user programs used to have to define when
    >> using the library. No you just include and you're
    >> off. The old way of doing things was confusing people so a better
    >> way was found.

    >
    > Good stuff - never quite got my head around that whole thing. Looking
    > forward to having another look after exams.


    Me neither. I think I might give it another bash too.

    --
    Duncan Snowden.

  4. Re: Changes to SP1 Sprite Engine

    Duncan Snowden did eloquently scribble:
    > fuzzix wrote:


    >> A936@hotmail.com wrote:
    >>> - Got rid of all data that user programs used to have to define when
    >>> using the library. No you just include and you're
    >>> off. The old way of doing things was confusing people so a better
    >>> way was found.

    >>
    >> Good stuff - never quite got my head around that whole thing. Looking
    >> forward to having another look after exams.


    > Me neither. I think I might give it another bash too.


    Think of the quality of ****e we could produce for the CGC with THIS in use.

    --
    | |What to do if you find yourself stuck in a crack|
    | spike1@freenet.co.uk |in the ground beneath a giant boulder, which you|
    | |can't move, with no hope of rescue. |
    |Andrew Halliwell BSc(hons)|Consider how lucky you are that life has been |
    | in |good to you so far... |
    | Computer Science | -The BOOK, Hitch-hiker's guide to the galaxy.|

  5. Re: Changes to SP1 Sprite Engine

    spike1@freenet.co.uk wrote:
    > Think of the quality of ****e we could produce for the CGC with THIS
    > in use.


    Exactly my thought... ****e but FASTER! Slicker ****e than a newborn's
    first dump on a plastic sheet in a monsoon.

  6. Re: Changes to SP1 Sprite Engine

    On Wed, 23 May 2007 17:05:28 GMT da kidz on comp.sys.sinclair were rappin'
    to MC :

    > >> Good stuff - never quite got my head around that whole thing. Looking
    > >> forward to having another look after exams.

    >
    > > Me neither. I think I might give it another bash too.

    >
    > Think of the quality of ****e we could produce for the CGC with THIS in use.
    >


    My first (and last) attempt at using z88dk resulted in Traffic Cone
    Dash[1]. It is possibly worse than any game I've ever written in
    BASIC, and purely through incompetence.

    I think this kind of proves your point.

    Chris
    [1] 'Not so much "Dash" as "Crawl"' could have been a quote from any
    magazine review of the game had it been reviewed.


    --
    +-------------------------------------------+
    | Unsatisfactory Software - "because it is" |
    | http://www.unsatisfactorysoftware.co.uk |
    | Your Sinclair: A Celebration |
    +- http://www.yoursinclair.co.uk -----------+

    DISCLAIMER: I may be making all this stuff up again.

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