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Re: NES - Apple Sprite card



    Good point.

    If I am going to program NES using double high resolution on Apple //c &
//e, sprites or other images should work, but color is not matched to NES'
color.  What do you think?

Bryan Parkoff
BParkoff@satx.rr.com

"Exegete" <millers@noneofyourbusiness.com> wrote in message
3DDA9E04.2020001@noneofyourbusiness.com">news:3DDA9E04.2020001@noneofyourbusiness.com...
> Michael J. Mahon wrote:
> > Roy replied:
> >
> >
> >>Yves McDonald wrote:
> >>
> >>>Right on, I have the sprite card at home but never tried it.  It was
> >>>designed by Steve Ciarcia and introduced in the late Byte magazine.
> >>>Resolution was inferior to Apple's high res mode (256 horizontal pixels
> >>>vs 280) but it definitely had more colors (up to 16).  All you could
> >>>program were sprites of 8x8 or 16x16 pixel resolution.  To build an
> >>>image such as game backdrop, you have to 'tile' sprites.
> >>
> >>I'm not sure exactly what you mean by "tile".
> >>The 9918/28 VDP had 32 different "layers" that were "stacked" one on top
> >>of another. A single sprite only could be on a layer. The result was you
> >>could "paint" a scene on the lowest "layer" and various sprites moving
> >>about so that you had a 3D effect (a sprite shaped like a plane would
> >>move "behind" a sprite shaped like a cloud, or in front of another
"cloud
> >
> >
> > What Yves is referring to is that there is no "pixel-mapped" layer.
> > The background layer is made up of 8x8 or 16x16 "characters"
> > or "tiles" which are mapped into the display space (where visible).
>
> My manual on the 9918 is out on loan at the moment, but I thought the
> lowest level was a pixel-mapped layer.
>
> Certainly, if you did a graphic image in BASIC on either the TI or the
> Coleco, sprites were never used. The ADAM's BASIC had exactly the same
> commands as AppleSoft, so that any graphics work done in AppleSoft (that
> didn't use Peeks or Pokes of course) could be done on the ADAM.
>
> Many a time I typed in Apple programs from Family Computing on my ADAM
> and had they look exactly the same as the picture of the Apple version.
> Or, if machine lanugage was used, the same program with different data
> statements.
>
> Roy
>
>
> >
> > This intermediate "character mapping" is a bit of a mess for doing
> > simple 2D graphics, since new "characters" have to be created
> > almost anytime the image is changed.  Of course, sprites are
> > hardware-implemented, so moving sprites do not require a change
> > to the background.  But plotting a line would.
> >
> > -michael
> >
> > Check out 8-bit Apple sound that will amaze you on my
> > Home page:  http://members.aol.com/MJMahon/
>
>
>
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