Zamuel_a wrote:I did every blitting in HOG mode ofcourse!
Zamuel_a wrote:I can't see how I will make a game with just 2 sprites? 32x40 is a rather normal sprite size to I think, ok its actually 48x40 since the preshift need 16 extra, but since it was alittle faster than a ordinary 32 wide that the blitter shfts it doesn't matter.
I'm still tight for CPU time I may investigate Y sorting some of the sprites (bullets perhaps) and drawing them during the screen draw.
Zamuel_a wrote:I'm still tight for CPU time I may investigate Y sorting some of the sprites (bullets perhaps) and drawing them during the screen draw.
Will that not be a problem since you use Timer B interrupt for palettechange of the sky color? If you use the blitter and in share mode, you still might be off my 64 cycles before the Timer B interrupt occures and then you are in the middle of the screen somewere then you change skycolor.
You also need a clever organisation of your sprites and of your palette to reduce the number of bitplanes you have to draw (e.g. 3 bitplanes for the main character and 2 bitplanes for the shots).
One more (memory intensive) hint if you have a lot of sprites: You don´t need to save the background of your sprites if you use one more screen (on which you also have to draw your tiles like on your first screen).
A game with just 2 sprites: Something like IK+!
Code: Select all
lea blitter,a0 blitter address
move.w #12,xcount(a0) 12 words per line dest
move.w #2,srcxinc(a0) 2 bytes offset next word
move.w #138,srcyinc(a0) skip 160-(24-2) words
move.w #2,dstxinc(a0) 2 bytes offset next word
move.w #138,dstyinc(a0) skip 138 bytes each line
move.b #2,hop(a0) set half tone
move.w #$ffff,endmsk1(a0) no mask since data
move.w #$ffff,endmsk2(a0) is not shifted
Code: Select all
lea blitter,a2 blitter base address
move.b #0,skew(a2) no skew
move.b #3,op(a2) replace mode
move.l a0,srcaddr(a2) source address
move.l a1,dstaddr(a2) dest address
move.b #%11000000,linenum(a2) start blit (HOG mode)
Zamuel_a wrote:A simple game (from a graphical view) like Street Fighter 2 would be cool to make.
Desty wrote:Zamuel_a wrote:A simple game (from a graphical view) like Street Fighter 2 would be cool to make.
Especially if it wasn't poo like SF2 was on the ST Compared to the arcade, anyway... although, to be fair, it's tough to replace six joystick buttons with one and keep a game playable.
Users browsing this forum: No registered users and 4 guests