There is a lot more to sprites. after 255 in the x coordinate. You have to turn on a pit to permit the sprite to move past the 255 location. as mention in the video for sprite to sprite collision. To animate a sprite may take left right, up and down. But there is also the diagonals as well. There is also falling. and dying. Then you got the other monsters. Also, if you want to add weapons there are other sets of sprites. Where do you put them all?
I vaguely remembered making sprites as kid, using graph paper and typing in all those DATA statements from the Commodore 64 user's manual.. wow, so time-consuming... spent so much time as a kid learning how to program in BASIC... ah, good old times. Fun to see you show this in an easier manner.
WoW great vid ! Lord knows how many peeks and pokes I typed into my C64 back in the early 80's from computer magazines only to find out I couldn't save them as I didn't have my tape cassette yet😂
Great to see all these wonderful tools again. Charles Brannon, was a HS teen at the time these programs were written. His game Astro-Panic (Gazette, Feb. 84) was my first type-in game and using MLX. Likely used this sprite tool to create the space ships.
Great one ! You seem to know a lot. If you feel like it would be great if you published more videos on how to control sprites with the joystick, time sprites with the raster line, control collisions with other sprites and background, etc in assembly. We would all improve a lot 🤙🕹
I'm passionate about videos, which deal with topics related to the c64, in particular, the management of sprites in basic - beautiful, interesting and fun video
Thanks very much for this excellent tutorial! Here is a text dump for the cheat sheet you provided in the lower-right corner of the video from around 2:30 to 10:00... Address Description 53269 8 bit - Set sprites on or off 53248 X of sprite 0 53249 Y of sprite 0 53277 8 bit - Set Wide mode 53271 8 bit - Set Tall mode 2040+SN Sprite shape pointers 53275,1 8 bit - 0 = in front of text 53287+SN Sprite Color (bit pattern 10 in MC mode) 53276 8 bit - Multicolor mode 53285 Sprite shared color 0 (bit pattern 01 in MC mode) 53286 Sprite shared color 1 (bit pattern 11 in MC mode) 53264,0 MSB of X
I don't know how many viewers want to spend three or four hours typing in the code listing for Sprite Magic. I was able to find the disk image with a web search. Maybe you could be so kind and put a link in the description? 😊
@@MyDeveloperThoughts Thanks for that! I usually use SPRDEF in Vice 128 for creating or touching up sprites, but it's pretty limited - which I suppose is to be expected since it's in ROM. Recently I wanted to create a drop shadow effect for a sprite that required making a copy of the original and shifting it one pixel to the right and one pixel down. Needless to say it was a pain doing it manually in SPRDEF (let alone on graph paper!) and would have been so much easier had I seen your video first since this utility can easily move the sprite around just by pressing a hotkey.
Here's the source code I was referring to. It uses three sprite layers to achieve the effect - which has me wondering... who ever says that Adobe came up with the concept of layers anyway? 110 poke53280,11:poke53281,0:poke646,5:printchr$(147) 120 forx=0to62:readn:poke832+x,n:next:poke918,24:poke921,16 130 forx=0to62:readn:poke960+x,n:next 140 poke53288,10:poke53289,15:forx=0to2:poke2040+x,13+x:next 150 poke53271,7:poke53277,7:poke53269,7:x=160:y=130 160 y=y+rnd(1)*5-2and255:x=x+rnd(1)*4-2:ifx344thenx=0 180 xl=xand255:xh=int(x/256)and255:ifxh0thenxh=7 190 poke53248,xl:poke53249,y:poke53250,xl:poke53251,y:poke53252,xl:poke53253,y 200 poke53264,xh 210 getk$:ifk$=""then160 220 poke53269,0:end 300 data 0,1,0,0,14,0,0,28,0,0,62,0,0,87,0,0,127,0,0,247,128,0,199,128 310 data 0,111,0,1,255,128,15,255,192,31,255,224,112,252,96,193,252,48 320 data 3,255,0,1,255,0,0,255,224,0,63,240,0,0,254,0,0,0,0,0,0 330 data 0,0,0,0,1,128,0,7,0,0,14,0,0,23,0,0,31,128,0,55,128,0,71,192,0 340 data 111,192,0,63,128,0,255,192,7,255,224,15,255,240,56,126,48,96,254 350 data 24,1,255,128,0,255,128,0,127,240,0,31,248,0,0,127,0,0,0
@@TheUtuber999 github.com/MyDeveloperThoughts/SpritesInBASIC Here it is. The .d64 image has Sprite Magic and the source from the video. I added this link to the description as well.
I feel like I need it explained like Im a complete idiot. My only experience is reading the user guide (up to this chapter). Theres no doubt 500 books about this
How I wish these kinds of video tutorials were available when I tried to program in the 1980s.
C64 Sprite tutorial in 2024 🤣🤣🤣 amazing. Thank you very much
Gotta say this is one of the best explained sprite videos. Great job. 👍🏻
There is a lot more to sprites. after 255 in the x coordinate. You have to turn on a pit to permit the sprite to move past the 255 location.
as mention in the video for sprite to sprite collision. To animate a sprite may take left right, up and down. But there is also the diagonals as well.
There is also falling. and dying. Then you got the other monsters. Also, if you want to add weapons there are other sets of sprites. Where do you put them all?
I feel it is like my birthday whenever I see you post a new C64 development video! Thx so much!
I vaguely remembered making sprites as kid, using graph paper and typing in all those DATA statements from the Commodore 64 user's manual.. wow, so time-consuming... spent so much time as a kid learning how to program in BASIC... ah, good old times. Fun to see you show this in an easier manner.
WoW great vid ! Lord knows how many peeks and pokes I typed into my C64 back in the early 80's from computer magazines only to find out I couldn't save them as I didn't have my tape cassette yet😂
Great to see you travel through time! I like the speed you tell the story! Keep up the good work
Great to see all these wonderful tools again. Charles Brannon, was a HS teen at the time these programs were written. His game Astro-Panic (Gazette, Feb. 84) was my first type-in game and using MLX. Likely used this sprite tool to create the space ships.
Great Video, the Commodore 64 was one of my favorites. I like your clear directions. Keep up the good work.
Very thorough and easy to follow. Well done!
Very clear and informative. Thank you
Thanks for providing these great videos.
Just found your videos! I love all the c64 stuff!
Great one ! You seem to know a lot. If you feel like it would be great if you published more videos on how to control sprites with the joystick, time sprites with the raster line, control collisions with other sprites and background, etc in assembly. We would all improve a lot 🤙🕹
Sprite Magic is what I used-in 1984-5; just point their memory to a higher bank for a long length basic game
👍👍👍👍👍👍👍👍👍👍
I'm passionate about videos, which deal with topics related to the c64, in particular, the management of sprites in basic - beautiful, interesting and fun video
Criminally underrated!
Wooow amazing ❤❤❤ 👏👏👏👍👍👍👍
This is very nice 🎉
Thanks very much for this excellent tutorial! Here is a text dump for the cheat sheet you provided in the lower-right corner of the video from around 2:30 to 10:00...
Address Description
53269 8 bit - Set sprites on or off
53248 X of sprite 0
53249 Y of sprite 0
53277 8 bit - Set Wide mode
53271 8 bit - Set Tall mode
2040+SN Sprite shape pointers
53275,1 8 bit - 0 = in front of text
53287+SN Sprite Color (bit pattern 10 in MC mode)
53276 8 bit - Multicolor mode
53285 Sprite shared color 0 (bit pattern 01 in MC mode)
53286 Sprite shared color 1 (bit pattern 11 in MC mode)
53264,0 MSB of X
I don't know how many viewers want to spend three or four hours typing in the code listing for Sprite Magic. I was able to find the disk image with a web search. Maybe you could be so kind and put a link in the description? 😊
@@TheUtuber999 When I get home tonight, i will put the d64 image for the making of this video up on GitHub and provide a link in the description.
@@MyDeveloperThoughts Thanks for that! I usually use SPRDEF in Vice 128 for creating or touching up sprites, but it's pretty limited - which I suppose is to be expected since it's in ROM. Recently I wanted to create a drop shadow effect for a sprite that required making a copy of the original and shifting it one pixel to the right and one pixel down. Needless to say it was a pain doing it manually in SPRDEF (let alone on graph paper!) and would have been so much easier had I seen your video first since this utility can easily move the sprite around just by pressing a hotkey.
Here's the source code I was referring to. It uses three sprite layers to achieve the effect - which has me wondering... who ever says that Adobe came up with the concept of layers anyway?
110 poke53280,11:poke53281,0:poke646,5:printchr$(147)
120 forx=0to62:readn:poke832+x,n:next:poke918,24:poke921,16
130 forx=0to62:readn:poke960+x,n:next
140 poke53288,10:poke53289,15:forx=0to2:poke2040+x,13+x:next
150 poke53271,7:poke53277,7:poke53269,7:x=160:y=130
160 y=y+rnd(1)*5-2and255:x=x+rnd(1)*4-2:ifx344thenx=0
180 xl=xand255:xh=int(x/256)and255:ifxh0thenxh=7
190 poke53248,xl:poke53249,y:poke53250,xl:poke53251,y:poke53252,xl:poke53253,y
200 poke53264,xh
210 getk$:ifk$=""then160
220 poke53269,0:end
300 data 0,1,0,0,14,0,0,28,0,0,62,0,0,87,0,0,127,0,0,247,128,0,199,128
310 data 0,111,0,1,255,128,15,255,192,31,255,224,112,252,96,193,252,48
320 data 3,255,0,1,255,0,0,255,224,0,63,240,0,0,254,0,0,0,0,0,0
330 data 0,0,0,0,1,128,0,7,0,0,14,0,0,23,0,0,31,128,0,55,128,0,71,192,0
340 data 111,192,0,63,128,0,255,192,7,255,224,15,255,240,56,126,48,96,254
350 data 24,1,255,128,0,255,128,0,127,240,0,31,248,0,0,127,0,0,0
@@TheUtuber999 github.com/MyDeveloperThoughts/SpritesInBASIC Here it is. The .d64 image has Sprite Magic and the source from the video. I added this link to the description as well.
I feel like I need it explained like Im a complete idiot. My only experience is reading the user guide (up to this chapter). Theres no doubt 500 books about this