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Zamuel_a wrote:Well, Im doing a platform game, somthing like Turrican and I can't use double buffering since I use hardware scrolling on the world.
Have a look at this doc. http://aminet.net/package/dev/asm/8wayscroller
It's for the Amiga but it's applicable for the STe too.
The Y wrap trick is quite clever and can be done with time b. It might save you loads of memory.
Frank
Use NFSR and align your source data on a 16 bit boundry. You can still use the shifting on the blitter but you save 4 cycles per plane per line when blitting. Ie don't bother leaving 16 pixels at the side to shift into.
Zamuel_a wrote:Use NFSR and align your source data on a 16 bit boundry. You can still use the shifting on the blitter but you save 4 cycles per plane per line when blitting. Ie don't bother leaving 16 pixels at the side to shift into.
I'm not really sure about how the NFSR works but it sounds interessting, if someone knows how I should do it? My sprites are all 16 or 32 pixel wide. Is there a easy way to make 24 pixel wide sprites. I guess you have to use the NFSR or FXSR register for that?
Zamuel_a wrote:Use NFSR and align your source data on a 16 bit boundry. You can still use the shifting on the blitter but you save 4 cycles per plane per line when blitting. Ie don't bother leaving 16 pixels at the side to shift into.
I'm not really sure about how the NFSR works but it sounds interessting, if someone knows how I should do it? My sprites are all 16 or 32 pixel wide. Is there a easy way to make 24 pixel wide sprites. I guess you have to use the NFSR or FXSR register for that?
simonsunnyboy wrote:Many crap games on ST use even 3 VBLs....
Zamuel_a wrote:Yes I first made a software sprite routine that looked about the same as what you wrote with background save/restore. But then I noticed that it didnt work out so good. Since you save the background at the same time you draw the new data you might also save sprites that are "under" you if you have overlapping sprites. My sprite routine (blitter + software) is first restoring the background for ALL sprites, then save the background for ALL sprites and then draw all sprites. Then I never get any problem with overlapping sprites.
It's abit easier to program a demo then you don't have to think about all cases that will occur in a game:)
I haven't fiddled much with the special features of the STE, so sorry if I'm saying bulls, but Zamuel_a are you sure you need to clip the sprites horizontally at all ? I thought it was possible to set the number of words per line on STE ? Then, if it is possible, virtually make the screen a larger ( by as many pixels as your widest sprite ) and skip the clipping X altogether.
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