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Implementing Conditional Sprite Flickering on the NES

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Hello everyone,

I'm working on a NES vertical shooter and I'm facing a specific challenge related to sprite management. I'm hoping to get some advice from the community.

I'm trying to implement conditional flickering of sprites, where the flickering only occurs when more than 8 sprites overlap on the same scanline, mirroring the behavior seen in many classic NES games. I understand this requires careful monitoring of sprite positions and precise management during VBlank.

Here are a few specific points on which I would appreciate input:

Sprite Overlap Detection: What are the most efficient strategies for detecting when more than 8 sprites overlap on the same scanline? I'm considering iterating through all sprites and checking their vertical positions but am concerned about the performance implications.

Dynamic Flickering: Once the need for flickering is detected, how can I effectively alternate which sprites are displayed without causing visual artifacts? I'm particularly interested in optimization techniques for this process.

Synchronization with VBlank: What are the best practices for ensuring that OAM updates occur safely and reliably during VBlank?

I apologize if my questions seem a bit naive; I'm relatively new to NES development and trying to learn the best approaches. Any advice, code examples, or references to relevant documentation would be greatly appreciated. Tips based on your personal experience in NES game development would also be extremely helpful.

Thank you in advance for your time and assistance.

Statistics: Posted by rmonic79 — Wed Dec 27, 2023 3:40 am — Replies 3 — Views 62



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