Everyone needs a memory jog sometimes.
Developer0
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By rapidly flickering the sprites placement every frame and using the double wide script. I'm able to make 1 sprite look like 2 exist. And on a real CRT or a good emulator the flickering sprites look solid. Add that with some careful color placement and you can make some detailed walls using nothing more than 128 bytes of RAM and have some leftover data for other operations and updates. And I'll soon have a screenshot of the battle screen showcasing even more of my sprite flickering tricks.
Will there be a option to have double sized sprites in tandem with 3 copies of player 0 and 1 sprites?
Could I use the blinds technique to offset 8 pixels of a sprite horizontally to kinda extend the graphics a little bit?
And a follow up question is if there can be the possibility of having unique graphics on the other clones. My goal within reason is to get as close as possible to penult, obviously it won't be quite as advanced. But I feel like there is some wiggle room to get there. Of course I understand the difficulties in implementing such features. Regardless I thank you all for your contributions and frankly insane work.
Thanks for the reply and yeah its understandable that it would have to be made outside of VCS maker. The reason why is by doing that and stretching the sprites to be wide. Its possible to have a full bitmap of graphics on a stock atari 2600. Yes the CPU will be doing a lot of rendering work. But it would be possible to then create a RPG world because of how quirky the 2600s rendering is.
Will there be a way to shift the pixels of a sprite off by a certain amount. As I'd like to further multiplex the way sprites can be manipulated on a horizontal scanline. And with the ability to increase the height. The possibilities could be astounding if pushed further.
Of course take your time and thank you for everything you have done. Once I'm finished with Eternal Memory I'll begin to use this next and create something to showcase the power of this awesome software.
I found something odd with GBS as its reporting back 192 tiles while GlitchMe is reporting back 236. I use GBS as a means to ensure it can work within the software specifications. I'll go through and make a trimmed down version anyways but I thought I should let you know as this was tested on a blank project.
it's kinda a 50/50 balance when it comes to my tile work. As I definitely want to make it as detailed as possible. But while I do so I try to basically make some of the tiles "future proof" so that way once I begin to look over and old areas that could be repeated. I can then simply just take those tiles and replace any unnecessary unique ones. Bringing down the total unique tiles and allow for more unique graphics to be drawn. And even occasionally I'll just happen to have some empty space and realized a specific set of tiles just work really well unintentionally.
I kinda just do a incredibly rough looking outline in the pixel art just to get a proper sense of scale. Then once the rough sketch is done I go through the entire picture and basically start polishing everything. Afterwards I then look at ways to optimize the picture. I then optimize and afterwards see what I can do with the extra tiles. Rinse and repeat until it looks good.


Honestly its such a overhaul from when I last saw this. Now I can easily do a RPG engine with a title screen, multiple rooms and randomish encounters all within a single day. This is incredible and refreshing too as now I have to build up things by just using the parts before me.
Thank you for everything that you've done thus far. And hopefully I can continue to watch your improvements as its super fun to use
also if I can manipulate the looks of the sprites I'd love to know how as that would be the icing on this 128 byte cake








