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Pixel Art / Re: Atari 2600 RPG mockup
« on: March 13, 2012, 03:52:07 pm »Well that is true in that even if the numbers get there own Player object 4 digits is heavy multiplexing to occur along one line constantly which is usually why the six sprite kernel use gets its own isolated vertical zone or lane. Still you should check out the Title Screen Kernel, based on your setup you can make a 48X96 title screen image which isn't overly large for a cartridge ROM.The six sprite kernel spends the start of each scanline preloading the sprite pixels, and the rest of the scanline outputting them in realtime, which normally takes up all of the useful cycles in the scanline. So the differing colors between the characters and digits, and the updates on the playfield here, are improbable. (The realtime sprite drawing means you can't get any cycles from doubling the lines on the sprites either.) If you look at existing games that use this kernel, it's usually given it's own empty row as a score, or in more recent games a single color per line title graphic.
Camp screen. Heart = HP, S = Strength, I = Intelligence, D = Dexterity. Made the stat scale so that only one digit would need to be kept track of for each stat.
That said this looks really good. You might try rearranging things or using flickering to fix it for the hardware.
I'd agree about the differing colors since going from red to white along the same scanline would create a high enough cycle cost that it would be a problem. It's annoying but invoking a different color while multiplexing the same object at the same time is too much for the 2600, most of the Pac-Man work related to the multi-colored ghosts in later games like Ms Pac-Man up to modern homebrew Pac style games leveraged more sprite objects per ghost to avoid the limitations of multiplexing a single sprite so heavily.
In general when I can't for whatever reason isolate my HUD stats to there own vertical lane isolation and they go across the entire vertical field I usually use font characters made from Missile0, Missile1, & or the Ball with skipped scanlines on offset scanlines to avoid multiplexing flicker.
However since you likely want those objects for projectile sprites perhaps you could use Playfield rendered numbers, they are kind of big and they would share the colors of the Playfield graphic on the other side of the screen without a mid-line color change split but they should be compatible under this rendering context.