nametable & double buffering

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By ARTRAG

Enlighted (6515)

ARTRAG's picture

15-05-2012, 18:25

If moving the address of shapes, colors and sprites does not affect the cloning bug, one could always use only 8 sprites and resort to bitmap graphic for enemies.
Afterall, the reason for having double buffering is to have the time to plot what one likes without glitches.

BTW I agree, this vdp seems to be studied to make almost impossible any advanced application...

By ARTRAG

Enlighted (6515)

ARTRAG's picture

15-05-2012, 22:56

Any other proposal on how to use this buffering ?

By PingPong

Prophet (3754)

PingPong's picture

16-05-2012, 08:24

ARTRAG wrote:

BTW I agree, this vdp seems to be studied to make almost impossible any advanced application...

Carefully studied... Evil

By ARTRAG

Enlighted (6515)

ARTRAG's picture

16-05-2012, 09:43

What if sprite planes 0-7 are used when y is in [64-127] and planes 7-31 when y is in [128-191] ?

if mirroring occurs at y or 192 the effect should be invisible....
Afterall y sorting for sprite is already there for reducing the 5th sprite problem (iirc hit9918 propsed it)

By Huey

Prophet (2675)

Huey's picture

16-05-2012, 10:47

What could be the use of this over existing usage?

By ARTRAG

Enlighted (6515)

ARTRAG's picture

16-05-2012, 13:26

Imagine an horizontal scroller at steps of x4 pixels based on two alternate tile sets.
Pre-computing (and/or storing) the whole level map twice, once for offset 0 once for offset 4, should be doable and would solve any issue of combinatory.
The scrolling is obtained by swapping tile-sets and redrawing the PNT from the corresponding level map.
The total CPU cost would be the same of a tile based scrolling.
The sole issue would be the sprite bug.
If restricting the use of the sprite layers 8-31 in the y range [128-191] works, one could sort the sprites on the y and allocate them on the planes accordingly….annoying but doable.

By PingPong

Prophet (3754)

PingPong's picture

16-05-2012, 15:42

msx sprites are already limited. I think is not acceptable to use only 8 sprites/screen

By ARTRAG

Enlighted (6515)

ARTRAG's picture

16-05-2012, 17:23

sprites 0-7 can go everywhere but you would use sprites 8-31 for y in [128-191]

By PingPong

Prophet (3754)

PingPong's picture

16-05-2012, 19:21

ARTRAG wrote:

sprites 0-7 can go everywhere but you would use sprites 8-31 for y in [128-191]

as said. inaceptable IMHO.
Crappy vdp

By ARTRAG

Enlighted (6515)

ARTRAG's picture

16-05-2012, 20:17

if it was easy, wouldn't someone else have already done it ?

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