Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!ames!haven!udel!new From: new@udel.edu (Darren New) Newsgroups: comp.sys.amiga Subject: Re: Overscan verses Sprites (Was: ghost) Keywords: sprite problem (?) Message-ID: <1161@nigel.udel.EDU> Date: 10 Oct 89 03:27:33 GMT References: <13370@nsc.nsc.com> <3931@abaa.UUCP> Sender: usenet@udel.EDU Reply-To: new@udel.edu (Darren New) Organization: University of Delaware Lines: 8 The problem is that the chip that DMA's the memory for the screen has only a limited number of fetches it can perform during HBlank. If you have a screen too wide, it will need to fetch playfield bits before all the Sprite bits are fetched, giving garbage in the final sprites. I think this is Agnus (Angus?). I don't think it can be solved w/o speeding up or widening the memory. -- Darren (But then, what do I know?)