Table of Contents

ugBASIC User Manual

SPRITE MANAGEMENT MULTIPLEXED SPRITES

PURPOSE

This example shows how to use the multiplexed sprites on hardware that support this kind of hardware animable objects.

SOURCE CODE

 
 	BITMAP ENABLE
 	
 	DEFINE MSPRITE ASYNC
 	
 	CLS WHITE
 
 	batAtlas := LOAD ATLAS( "bat2.png" ) FRAME SIZE (32,32)
 
 	DIM frame(3) AS BYTE
 	DIM batSprite(3) AS MSPRITE
 	DIM x(3) AS POSITION
 	DIM y(3) AS POSITION
 	DIM i AS BYTE
 	
 	frame(0) = RND(4)
 	frame(1) = RND(4)
 	frame(2) = RND(4)
 	
 	y(0) = RND(SCREEN HEIGHT)
 	y(1) = RND(SCREEN HEIGHT)
 	y(2) = RND(SCREEN HEIGHT)
 	
 	WAIT KEY
 	
 	batAtlasImage0 := IMAGE( batAtlas FRAME 0 )
 	batAtlasImage1 := IMAGE( batAtlas FRAME 1 )
 	batAtlasImage2 := IMAGE( batAtlas FRAME 2 )
 	batAtlasImage3 := IMAGE( batAtlas FRAME 3 )
 
 	WAIT KEY
 	
 	batSprite(0) = MSPRITE( batAtlasImage0 IGNORE COLOR WHITE )
 	batSprite(1) = MSPRITE( batAtlasImage0 IGNORE COLOR WHITE )
 	batSprite(2) = MSPRITE( batAtlasImage0 IGNORE COLOR WHITE )
 	
 '	WAIT KEY
 	
 	'batSprite(0) = MSPRITE( batAtlasImage1, batSprite(0) IGNORE COLOR WHITE )
 	'batSprite(1) = MSPRITE( batAtlasImage2, batSprite(1) IGNORE COLOR WHITE )
 	'batSprite(2) = MSPRITE( batAtlasImage3, batSprite(2) IGNORE COLOR WHITE )
 	
 '	SPRITE batSprite(0) ENABLE AT SCREEN BORDER X + x(0), SCREEN BORDER Y + y(0)
 '	SPRITE batSprite(1) ENABLE AT SCREEN BORDER X + x(1), SCREEN BORDER Y + y(1)
 '	SPRITE batSprite(2) ENABLE AT SCREEN BORDER X + x(2), SCREEN BORDER Y + y(2)
 '	
 '	WAIT KEY
 '	
 '	MSPRITE UPDATE
 	
 	
 '	DO
 '
 '		i = 0
 '		
 '		REPEAT
 '	
 '			SELECT CASE frame(i)
 '				CASE 0
 '					batSprite(i) = MSPRITE( IMAGE( batAtlas FRAME 0 ), batSprite(i) IGNORE COLOR WHITE )
 '				CASE 1
 '					batSprite(i) = MSPRITE( IMAGE( batAtlas FRAME 1 ), batSprite(i) IGNORE COLOR WHITE )
 '				CASE 2
 '					batSprite(i) = MSPRITE( IMAGE( batAtlas FRAME 2 ), batSprite(i) IGNORE COLOR WHITE )
 '			ENDSELECT
 '	
 '			SPRITE batSprite(i) ENABLE AT SCREEN BORDER X + x(i), SCREEN BORDER Y + y(i)
 '
 '			ADD frame(i), 1, 0 TO 3
 '			
 '			INC x(i)
 '			
 '		UNTIL i = 3
 '		
 '		MSPRITE UPDATE
 '		
 '		WAIT KEY
 '	LOOP
 	
 	
 

SOURCE FILE

HOW TO COMPILE AND RUN

The instructions here refer to compiling the example from the command line. For Microsoft Windows users we suggest using UGBASIC-IDE, which allows you to compile the example with just one click.

ATARI 400/800 family

In order to compile and run the example, you need to have the Altirra emulator, and in particular that the altirra executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.atari sprites_example_09.bas -o example.xex
 altirra example.xex
 
 # Windows 
 ugbc.atari.exe sprites_example_09.bas -o example.xex
 altirra example.xex

ATARI 600XL/800XL/1200XL/XG(SE) family

In order to compile and run the example, you need to have the Altirra emulator, and in particular that the altirra executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.atarixl sprites_example_09.bas -o example.xex
 altirra example.xex
 
 # Windows 
 ugbc.atarixl.exe sprites_example_09.bas -o example.xex
 altirra example.xex

Commodore 64

In order to compile and run the example, you need to have the VICE emulator, and in particular that the x64sc executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.c64 sprites_example_09.bas -o example.prg
 x64sc example.prg
 
 # Windows 
 ugbc.c64.exe sprites_example_09.bas -o example.prg
 x64sc example.prg

Commodore 64+REU

In order to compile and run the example, you need to have the VICE emulator, and in particular that the x64sc executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.c64reu sprites_example_09.bas -o example.prg
 x64sc -reu example.prg
 
 # Windows 
 ugbc.c64reu.exe sprites_example_09.bas -o example.prg
 x64sc -reu example.prg

Commodore PLUS/4

Using YAPE

In order to run the example, you need to have the YAPE emulator. In particular that the yape executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.plus4 sprites_example_09.bas -o example.prg
 yape example.prg
 
 # Windows 
 ugbc.plus4.exe sprites_example_09.bas -o example.prg
 yape example.prg
Using VICE

In order to run the example, you need to have the VICE emulator. In particular that the xplus4 executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.plus4 sprites_example_09.bas -o example.prg
 xplus4 example.prg
 
 # Windows 
 ugbc.plus4.exe sprites_example_09.bas -o example.prg
 xplus4 example.prg

Dragon 32

In order to compile and run the example, you need to have the XROAR emulator, and in particular that the xroar executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.d32 sprites_example_09.bas -o example.bin
 xroar -rompath (your rom path) example.bin
 
 # Windows 
 ugbc.d32.exe sprites_example_09.bas -o example.bin
 xroar.exe -rompath (your rom path) example.bin

Dragon 64

In order to compile and run the example, you need to have the XROAR emulator, and in particular that the xroar executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.d64 sprites_example_09.bas -o example.bin
 xroar -rompath (your rom path) example.bin
 
 # Windows 
 ugbc.d64.exe sprites_example_09.bas -o example.bin
 xroar.exe -rompath (your rom path) example.bin

PC128 Olivetti Prodest

In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the dcmoto executable is accessible.

Then, type this command on the command line and on the emulator:

 # Linux 
 ugbc.pc128op sprites_example_09.bas -o example.k7
 dcmoto
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
 
 # Windows 
 ugbc.pc128op.exe sprites_example_09.bas -o example.k7
 dcmoto
 (choose example.k7)
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC

Thomson MO5

In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the dcmoto executable is accessible.

Then, type this command on the command line and on the emulator:

 # Linux 
 ugbc.pc128op sprites_example_09.bas -o example.k7
 dcmoto
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
 
 # Windows 
 ugbc.pc128op.exe sprites_example_09.bas -o example.k7
 dcmoto
 (choose example.k7)
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC

Commodore VIC-20

In order to compile and run the example, you need to have the VICE emulator, and in particular that the xvic executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.vic20 sprites_example_09.bas -o example.prg
 xvic --memory 24k example.prg
 
 # Windows 
 ugbc.vic20.exe sprites_example_09.bas -o example.prg
 xvic --memory 24k example.prg

ZX Spectrum

In order to compile and run the example, you need to have the Speccy emulator, and in particular that the speccy executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.zx sprites_example_09.bas -o example.tap
 Speccy example.tap
 
 # Windows 
 ugbc.zx.exe sprites_example_09.bas -o example.tap
 Speccy example.tap

MSX

In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible.

Then, type this command on the command line:

openMSX
 # Linux 
 ugbc.msx1 sprites_example_09.bas -o example.rom
 openmsx -cart example.rom
 
 # Windows 
 ugbc.msx1.exe sprites_example_09.bas -o example.rom
 openmsx -cart example.rom
blueMSX
 # Linux 
 ugbc.msx1 sprites_example_09.bas -o example.rom
 bluemsx example.rom
 
 # Windows 
 ugbc.msx1.exe sprites_example_09.bas -o example.rom
 bluemsx example.rom

ColecoVision

In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible.

Then, type this command on the command line:

openMSX
 # Linux 
 ugbc.coleco sprites_example_09.bas -o example.rom
 openmsx -machine \"COL - ColecoVision\" -cart example.rom
 
 # Windows 
 ugbc.coleco.exe sprites_example_09.bas -o example.rom
 bluemsx -machine \"COL - ColecoVision\" example.rom
blueMSX
 # Linux 
 ugbc.coleco sprites_example_09.bas -o example.rom
 bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom
 
 # Windows 
 ugbc.coleco.exe sprites_example_09.bas -o example.rom
 bluemsx  /machine \"COL - ColecoVision\" /rom1 example.rom

SEGA SC-3000

In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.sc3000 sprites_example_09.bas -o example.rom
 bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom
 
 # Windows 
 ugbc.sc3000.exe sprites_example_09.bas -o example.rom
 bluemsx  /machine \"SEGA - SC-3000\" /rom1 example.rom

SEGA SG-1000

In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible.

Then, type this command on the command line:

 # Linux 
 ugbc.sg1000 sprites_example_09.bas -o example.rom
 bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom
 
 # Windows 
 ugbc.sg1000.exe sprites_example_09.bas -o example.rom
 bluemsx  /machine \"SEGA - SG-1000\" /rom1 example.rom

ANY PROBLEM?

If you have found a problem trying to run this example, if you think there is a bug or, more simply, you would like it to be improved, open an issue for this example on GitHub. Thank you!

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