Xref: utzoo rec.games.programmer:2211 comp.sys.amiga.tech:14418 Path: utzoo!utgpu!watserv1!watmath!att!occrsh!uokmax!munnari.oz.au!samsung!zaphod.mps.ohio-state.edu!van-bc! From: lphillips@lpami.wimsey.bc.ca (Larry Phillips) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <1960@lpami.wimsey.bc.ca> Date: 11 Sep 90 02:04:14 GMT Lines: 21 Return-Path: To: van-bc!rnews In , S.J.Raybould@fulcrum.bt.co.uk (Simon Raybould) writes: >In article <4265@crash.cts.com> uzun@pnet01.cts.com (Roger Uzun) writes: >>between frames. On a system like the amiga, this makes no sense, >>since hardware sprites can be reused and you get 128 pixels of >>sprite per scanline, and you DO NOT need to save the background > >WHAT ? I thought that the width of hardware sprites was restricted to 16 pixels. That's right. 16 pixels horizontal per sprite, 8 sprites per scan line; 128 pisels of sprite imagery. -larry -- It is not possible to both understand and appreciate Intel CPUs. -D.Wolfskill +-----------------------------------------------------------------------+ | // Larry Phillips | | \X/ lphillips@lpami.wimsey.bc.ca -or- uunet!van-bc!lpami!lphillips | | COMPUSERVE: 76703,4322 -or- 76703.4322@compuserve.com | +-----------------------------------------------------------------------+