![]() The first tries to do multiple loads/stores, and builds a sprite mask from the data (using colour 0 as the transparent colour), thus halving the amount of sprite data required. Each of them aims to plot a 32 pixel wide sprite row in MODE 13, unclipped, and offset one pixel to the right of a word boundary. Here is a spreadsheet containing three different sprite routines for comparison, with some rough timings. Wasn't ever going to happen! But I wonder if it were possible and whether I was doing it wrong. I started work at one point on a game similar in style to Tom Cooper's Hamsters, but I wanted lots of parallax layers and 50fps update. 8MHz ARM2) so this pretty much meant unrolling loops as much as possible and writing multiple different routines. I was always targetting lowest common denominator specs (i.e. I thought I'd re-explore some techniques for getting sprites on the screen and see how they could be improved. Just reminiscing on my foray into Archimedes programming back in the day, and how I was never able to get the performance I needed in MODE 13.
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