@yth @maxoakland yeah, I think given the trade-offs you probably just want to have both directions pre-drawn. In emulators and modern C64 setups, disk speed and space is not a major issue.
Joe Cooper 🇺🇦 🍉
Posts
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OK, I gotta hand it to CoPilot. -
OK, I gotta hand it to CoPilot.We has flip.
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OK, I gotta hand it to CoPilot.@maxoakland they had to stop somewhere. The C64 was already more advanced on that front than any other personal computer. I do think it's unfortunate we didn't get new capabilities in the 128. It's basically the same graphics as the 64. And, the 80-column mode was not usable for games (except a rogue-like, maybe, or maybe for an information display for the game on the 40-column display, since you could have both at once).
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OK, I gotta hand it to CoPilot.@maxoakland they were working within very tight constraints, I think it's amazing how much people have been able to wring out of the 64. And, I suspect one could come up with alternatives...I mean flipping bytes isn't computationally intensive, so you could do it yourself on the CPU, but I guess it'd need copies since the VIC is reading sprite memory directly, so you can't update it in place, at least not without glitches (I'm guessing, I have no idea what I'm talking about).
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OK, I gotta hand it to CoPilot.Oh, but I don't have flip and copy/paste features, which reminds me if you want your little guy to run both directions you have to have sprite drawings for both directions, because the C64 can't flip its sprites.
Or, in my case, all four directions, since I'm doing a rogue-like/rogue-light, and maybe that's an impossible amount of resources...four sets of sprite data for all monsters seems like it will add up fast, especially with overlays. 64 bytes*2*4*number of characters.
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OK, I gotta hand it to CoPilot.Feature parity with Spritemate, now, I think?
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OK, I gotta hand it to CoPilot.OK, animation with overlay sprites is confusing. It seems like it makes sense to group the overlay with the sprite it overlays...so you can increment a, umm, pointer or whatever you call it in assembly, and have the offset remain the same always. So, each frame in an animation displays two sprites adjacent to each other in memory.
But, what if the overlay is re-used? If I have two different little guys who have the same outline, but different multicolor, I can no longer count on adjacency.
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OK, I gotta hand it to CoPilot.Spritemate handles it like this. You click to add more sprites to work with, and that's also pretty intuitive and reasonable. No animation support, though.
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OK, I gotta hand it to CoPilot.C64 folks, is it reasonable to think in terms of "sets of eight sprites?" I know you can have more or less, and I know one might more be thinking of sets of three or four for animations...but, for some reason, I think this layout kind of makes sense to me.
I'm thinking animation will be visualized by selecting two or more sprites from the eight shown, and then I'll bring back the preview box as an animation preview.
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kneecap is pretty good@arrrg this statement is true of both the film and the band. (Actually, I think the film is "pretty great".)
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I can't believe I'm posting a link to LinkedIn, but this is crazy.I can't believe I'm posting a link to LinkedIn, but this is crazy. Arduino (Qualcomm) gone mad. https://www.linkedin.com/posts/adafruit_opensource-privacy-techpolicy-activity-7396903362237054976-r14H
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Cozy 4X strategy roguelike.Cozy 4X strategy roguelike. Is this anything?
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OK, I gotta hand it to CoPilot.Looks exactly the same, but now most of the QML types are in their own files, Main.qml is much smaller, and we have 0 qmllint complaints. Most of this evening has been spent trying to reason out what recommendation `qmllint` is making and why. C++ and Qt docs are always so unopinionated. I need these folks to take a stand. If it's worth spitting out a warning in qmllint, it's worth being clear about what the user should do.
My little man drawing skills keep getting worse, somehow.
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Blender 5, let's go!Blender 5, let's go! #Blender https://www.blender.org/download/releases/5-0/
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OK, I gotta hand it to CoPilot.I just looked into what it costs to sell games and stuff on Itch.io, and creators can set their own amount to give to Itch.io, instead of the flat 30 that Steam and all the app stores take. That's nice. That's really nice. From now on, if I can buy a game there instead of Steam, I'm doing that, because I never feel great about so much of the money not going to the creator.
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You also don't gotta call her Marjorie "Trailer" Green.@InternetEh it's also just inaccurate. She comes from money. Not the right kind of money to make someone like Trump respect her, but she's never been poor.
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OK, I gotta hand it to CoPilot.Maybe that joke is obscure tumblore and I should explain.
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OK, I gotta hand it to CoPilot.Tried to refactor Main.qml into separate components without any alteration of the appearance or functionality.
In the distance, sirens.
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They got Rust for Windows 95?They got Rust for Windows 95? RETVRN https://github.com/rust9x/rust/wiki