Thread View: rec.games.programmer
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3 total messages
Started by Roger Uzun
Tue, 11 Sep 1990 00:16
Re: Animation Speed & Redraw
Author: Roger Uzun
Date: Tue, 11 Sep 1990 00:16
Date: Tue, 11 Sep 1990 00:16
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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, and this can be used in almost ANY design, maybe you need
to supplement the display with raster objects as well, but they
(sprites) are valuable in speeding up/enchancing any game.
-Roger
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Re: Animation Speed & Redraw
Author: Simon Raybould
Date: Thu, 13 Sep 1990 12:34
Date: Thu, 13 Sep 1990 12:34
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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 !!
Each sprite has a maximum width of 16 pixels, unlimited height.
Using all sprites this gives a maximum of 128 pixels wide.
So I make the maximums to be a maximum of 12 colours and a maximum
width of 128 pixels per scan line.
If any of this info is wrong please let me know as I would like to be
clear on this.
Cheers
SJR
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Re: Animation Speed & Redraw
Author: Joseph Peck
Date: Thu, 13 Sep 1990 17:57
Date: Thu, 13 Sep 1990 17:57
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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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