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Article #1129

PC Sprite Engine

#1129
From: David J Madura
Date: Tue, 13 Oct 1992 19:59
26 lines
1829 bytes
Well this Sprite Engine is not a new idea and I had proposed it to more
than a few people years ago when the Genesis came out and inspired me.

The idea of RAM, you have to have onboard display RAM, no way around it.
The Genesis & SNES have only 64k of display RAM and they are able to
make great use of it.  Having 256k would be a bonanza.. The display
memory need not be directly accessible, both the SNES & Genesis
read/write to the display memory through a single RW port , but they
can DMA to/from the display memory very fast and that is a great
advantage, more so than complete linear accessibility.  Also remember
that sprites are made up of 8x8 character sets and because of repetition
in backgrounds and sprites it saves a lot of memory.

My idea was that the sprite card would genlock with whatever VGA card
in use and that way, programmers could use the VGA as a background with
the sprites in the foreground (eliminating the need for backgrounds in
the sprite board and concentrating on sprites only).

A meg of RAM would bump up the cost too much and would be overkill.
Remember, the sprites do not need a continuous bitmap. including
64k-256k of RAM is practical, more than enough and would keep cost down
significantly.

Mind you, I think you people in no way even come close to starting this
project (Like the killer graphics lib, sprites lib, etc...) but maybe
somebody from some company will read these ideas and make them reality.
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Path: arc1-ca.pugleaf.net!sparky!uunet!think.com!rpi!gatech!pitt.edu!djmst19
From: djmst19+@pitt.edu (David J Madura)
Newsgroups: rec.games.programmer
Subject: PC Sprite Engine
Message-ID: <7593@blue.cis.pitt.edu.UUCP>
Date: 13 Oct 92 19:59:06 GMT
Sender: news+@pitt.edu
Organization: University of Pittsburgh
Lines: 27
Originator: djmst19@unixd2.cis.pitt.edu