Super Sprite Generator issues
Posted: Fri Oct 09, 2020 7:32 pm
I started to play a bit with SuperSprite Generator v4.0 and encountered some issues.
Has anyone any ideas how to fix these? Is there something wrong in my code ?
Or is it a bug in sprite_code ?
Can someone check sprite_code ? I can provide the asm code, but I am helpless at assembler
Desription of bugs
The manual says:
Its main features are:
* Up to 16 different sprites on the screen at a time.
* Up to 256 sprites can be available at any one time.
Issues that I found:
1. Only 15 sprites on the screen at a time: if you try to have 16 then the first sprite is not drawn
Run program Test_bas (edit line 1 to set your path)
At first run when asked "Number of sprites (15 or 16):" input 15
Press space to have the next sprite drawn on the screen
The program will draw 15 sprites at in the correct positions
At second run use run 290 (or reset QL, load Test_bas and Run)
At first run when asked "Number of sprites (15 or 16):" input 16
Press space to have the next sprite drawn on the screen
Sprite 1 will not be drawn
Sprite 2 will be drawn but at incorrect position
Sprites 3 to 16 will be drawn at correct position
2. Documentation says that you can have up to 16 sprites animated on the screen and up to 256 total sprites (up to 240 sprites off-screen, that can be shown on screen only when swaped with an on-screen sprite)
I could not find a way to do a swap. Only first swap works, but subsequent swaps will not work ok, They will not raise an error, but nothing will be drawn on screen
The test program Test_2 bas loads 20 sprites and the first 10 are set to active (can be shown on-screen)
Then it swaps sprite 3 with 17 - and will draw sprite 17
press space
Then it swaps sprite 18 with 17 (which we set on-screen) - and will draw sprite 18
etc
Only first swap works - but not the others
Sometimes the QL freezes after 3-4 swaps
Observation:
Same bugs found in both SSG v4.0 and SSG v3.0
I only know of 2 programs written with SSG - Night Nurse and Cavern Frenzy. Both are using only 11 sprites. The sprite_code they use is SSG v4.0 and has the same issues.
Has anyone any ideas how to fix these? Is there something wrong in my code ?
Or is it a bug in sprite_code ?
Can someone check sprite_code ? I can provide the asm code, but I am helpless at assembler
Desription of bugs
The manual says:
Its main features are:
* Up to 16 different sprites on the screen at a time.
* Up to 256 sprites can be available at any one time.
Issues that I found:
1. Only 15 sprites on the screen at a time: if you try to have 16 then the first sprite is not drawn
Run program Test_bas (edit line 1 to set your path)
At first run when asked "Number of sprites (15 or 16):" input 15
Press space to have the next sprite drawn on the screen
The program will draw 15 sprites at in the correct positions
At second run use run 290 (or reset QL, load Test_bas and Run)
At first run when asked "Number of sprites (15 or 16):" input 16
Press space to have the next sprite drawn on the screen
Sprite 1 will not be drawn
Sprite 2 will be drawn but at incorrect position
Sprites 3 to 16 will be drawn at correct position
2. Documentation says that you can have up to 16 sprites animated on the screen and up to 256 total sprites (up to 240 sprites off-screen, that can be shown on screen only when swaped with an on-screen sprite)
I could not find a way to do a swap. Only first swap works, but subsequent swaps will not work ok, They will not raise an error, but nothing will be drawn on screen
The test program Test_2 bas loads 20 sprites and the first 10 are set to active (can be shown on-screen)
Then it swaps sprite 3 with 17 - and will draw sprite 17
press space
Then it swaps sprite 18 with 17 (which we set on-screen) - and will draw sprite 18
etc
Only first swap works - but not the others
Sometimes the QL freezes after 3-4 swaps
Observation:
Same bugs found in both SSG v4.0 and SSG v3.0
I only know of 2 programs written with SSG - Night Nurse and Cavern Frenzy. Both are using only 11 sprites. The sprite_code they use is SSG v4.0 and has the same issues.