Thread View: rec.games.programmer
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2 total messages
Started by Roger Uzun
Thu, 13 Sep 1990 23:16
Re: Animation Speed & Redraw
Author: Roger Uzun
Date: Thu, 13 Sep 1990 23:16
Date: Thu, 13 Sep 1990 23:16
12 lines
810 bytes
810 bytes
Amiga sprites can be attached together, 0 and 1, 2 and 3, 4 and 5, 6 and 7,
all pair with each other and the pair ALWAYS uses registers 16-31.
So you get 64 pixel width/scanline of 15 color (+transparent) object.
It takes a BIG load off the blitter/cpu combo.
-Roger
UUCP: {hplabs!hp-sdd ucsd nosc}!crash!pnet01!uzun
ARPA: crash!pnet01!uzun@nosc.mil
INET: uzun@pnet01.cts.com
Re: Animation Speed & Redraw
Author: Janet A Barnett
Date: Wed, 19 Sep 1990 22:03
Date: Wed, 19 Sep 1990 22:03
17 lines
1646 bytes
1646 bytes
I'll add my extra bit of misinformation here: You can only get 15 colors with attached sprites if the sprites in a particular pair lie on top of each other. Therefore, with 4 pairs of sprites, the maximum 15 color sprite can be only 64 pixels wide. Of course, a sprite pair does not have to completely overlap, but only the overlapping portions will be in 15 color mode; the unoverlapped (sp?) portions will display the 3 colors that the pair usually display. Now, here's the interesting part. If you read the Hardware manual closely, you will see that the sprite data registers can be reloaded by the COPPER or the CPU at any time. This can allow you to have sprites of almost arbitrary width, at the cost of reloading the sprite registers manually during the course of the screen display. The only limitation is that there have to be sufficient CPU cycles available during display time to load the sprite data registers. For instance, it won't work on a 16 color HIRES screen. This is an interesting hack to try with user copperlists, and the relatively unused COPPER SKIP instruction.
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