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Article #1226

Re: Sprite storage in Mode X -- Need More ROOM!

#1226
From: Baylor
Date: Sun, 27 Sep 1992 17:16
30 lines
1953 bytes
>
>	Ok, using video ram to store sprites is too limiting.  There are

That's strange, i wouldn't figure that would be the case with two pages
(if you just double buffer). Oh well.

>games out there that are some how getting around this limitation.  For instance
>in Gods or Magic Pockets by Konami, there are enough large unique characters
>to easily overwhelm video ram storage.  So the question is how are they
>storing all these characters in such a manner that their games still perform

	I don't think i would say gods preforms respectfully. I thought it
was quite slow. That, and i don't remember too much unique in it. Many
of the monsters seemed to me alike. Remember that games animate well
by skipping som ehightech stuff and just trying to trick you with illiusions.
	It's possibelas you go from level to level that you simply flush
your storage page and load the monster specific to that level.

>respectively.  Maybe a plane by plane memory to video copy is fast enough,
>but I would think this wouldn't be fast enough.  Any ideas out there?

	Excuse my ignorance, but what does plane-by-plane have to do with
storage?
	You could always just use system ram. store them in pointers,
reserve room and use their address (hard-coded pointers) or some
such. Sprites uses an array in system ram and lots of pointers and uses
no video ram at all (and doesn't do plane by plane copy , since it's
normal mode $13 which isn;t planar - otherwise of course you copy plane
by plane).
	The bgi stuff uses pointers too, but that's hardly a recommendation.
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Path: arc1-ca.pugleaf.net!sparky!uunet!gumby!wupost!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu
From: baylor@ccwf.cc.utexas.edu (Baylor)
Newsgroups: rec.games.programmer
Subject: Re: Sprite storage in Mode X -- Need More ROOM!
Message-ID: <80561@ut-emx.uucp>
Date: 27 Sep 92 17:16:02 GMT
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Organization: The University of Texas at Austin, Austin TX
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