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3 messages
3 total messages Started by Roger Uzun Tue, 11 Sep 1990 00:16
Re: Animation Speed & Redraw
#954
Author: Roger Uzun
Date: Tue, 11 Sep 1990 00:16
13 lines
902 bytes
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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ARPA: crash!pnet01!uzun@nosc.mil
INET: uzun@pnet01.cts.com
Re: Animation Speed & Redraw
#964
Author: Simon Raybould
Date: Thu, 13 Sep 1990 12:34
39 lines
2074 bytes
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
#968
Author: Joseph Peck
Date: Thu, 13 Sep 1990 17:57
38 lines
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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