Xref: utzoo rec.games.programmer:2171 comp.sys.amiga.tech:14336 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!tut.cis.ohio-state.edu!snorkelwacker!bloom-beacon!eru!hagbard!sunic!mcsun!inria!mirsa!sardaigne.inria.fr!buffa From: buffa@sardaigne.inria.fr (Michel Buffa) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <1990Sep7.094337@sardaigne.inria.fr> Date: 8 Sep 90 07:07:37 GMT References: <4275@crash.cts.com> Sender: news@mirsa.inria.fr Reply-To: buffa@mirsa.inria.fr Organization: Inria Sofia Antipolis Lines: 50 In article <4275@crash.cts.com>, uzun@pnet01.cts.com (Roger Uzun) writes: > > Most all developers on the amiga, who develop for the amiga, make > use of hardware sprites FALSE. Look at most of the arcade games on the amiga. Each object is more than 4 colors (or even 16 in some of them). Only games like datastorm use hardware sprites. Battle squadron doesn't use sprites. Silkworm doesn't use sprites (The object are too numerous and too long to be sprites, Turrican doesn't use sprites: same method as the one used in blood money, see explanations later) > Blood Money uses mostly all sprites. FALSE ! I read a bunch of article in THE ONE (an english magasine), all written by the author of blood money, and he said that there was NO SPRITE at all in blood money. Only Blitter Objects. I recommend reading this magazine: it contains each month some technical articles written by an author of some famous games. During six months they gave almost the entire code of Menace, with full explanations. > With the older agnus, I think you cannot blit a 320X200X4 bit screen > is a single pass, but I forget for sure. Why do you want to do it in a single pass. The blitter is fast enough to do several operations during each vbl (60 times/second) in blood money, the following technique is used (read in the magazine) the scrolling uses both the blitter and the copper. The copper is used to scroll one line every 1/50s, and every 50/16s, the blitter is used to map only a row or a column, with 16x16 basic squares of background. Before pasting an object on the scroll, the followings steps are achieved: -restore previous portions of background (where the objects were in the previous frame) -calculate new positions of the objects, test collisions -save what will be behind the object you are going to paste in the current frame. (a special "save buffer" is associated to each object) -paste the new objects on the background Everything is done with the blitter and the copper (the copper avoids to redraw the full background evry frame, so the blitter is used only to animate the objects, and each 16 frames to map a row or a column in the scrolling background. >