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Article #968Re: Animation Speed & Redraw
From: Joseph Peck
Date: Thu, 13 Sep 1990 17:57
Date: Thu, 13 Sep 1990 17:57
38 lines
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1902 bytes
In article <3AC%%9#@masalla.fulcrum.bt.co.uk> S.J.Raybould@fulcrum.bt.co.uk (Simon Raybould) writes:
>In article <4344@crash.cts.com> uzun@pnet01.cts.com (Roger Uzun) writes:
>>
>>Well, sprites cannot be used exclusively, but they can take a LOT of the
>>load off of the blitter/cpu, they can have up to 15 colors +
>>transparent and you 64 pixel width of 15 color sprite object per
>>scanline
>
>How do you work this out ????
>
>I was under the understanding that there are 8 Hardware sprites organised as
>follows:
>
> Sprite 0 and 1 Colour Reg 16,17,18,19 = 3 colours + tranparent
> Sprite 2 and 3 Colour Reg 20,21,22,23 = 3 colours + tranparent
> Sprite 4 and 5 Colour Reg 24,25,26,27 = 3 colours + tranparent
> Sprite 6 and 7 Colour Reg 28,29,30,31 = 3 colours + tranparent
> Total = 12 Colours + 4 transpaerents !!
>
True so far, but sprite pairs can be "attached". In an attached pair, you
have a total of four bitplanes (two from each sprite) which correspond to
color (American spelling :) registers 16 - 31. Note that there is only four
acceptable sprite pairs: 0-1, 2-3, 4-5, 6-7. This way you can have 4 sprites
with 15 colors for a total width of 4*16 = 64 pixels.
>Cheers
>
>SJR
>
I had to figure out how to attach sprites for a game that I am writing. So,
in response to a different thread, YES! real games use hardware sprites!
(At least I hope that mine becomes "real" :)
Have fun,
Joe Peck
peck@ral.rpi.edu
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Path: arc1-ca.pugleaf.net!utzoo!attcan!uunet!samsung!zaphod.mps.ohio-state.edu!rpi!peck From: peck@ral.rpi.edu (Joseph Peck) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <}JC%W|-@rpi.edu> Date: 13 Sep 90 17:57:58 GMT References: <4344@crash.cts.com> <3AC%%9#@masalla.fulcrum.bt.co.uk> Organization: Rensselaer Polytechnic Institute, Troy NY Lines: 38