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Article #1129PC Sprite Engine
From: David J Madura
Date: Tue, 13 Oct 1992 19:59
Date: Tue, 13 Oct 1992 19:59
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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