Xref: utzoo rec.games.programmer:2217 comp.sys.amiga.tech:14428 Path: utzoo!attcan!uunet!mcsun!ukc!axion!masalla.fulcrum.bt.co.uk!sie From: S.J.Raybould@fulcrum.bt.co.uk (Simon Raybould) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <3AC%%9#@masalla.fulcrum.bt.co.uk> Date: 13 Sep 90 12:34:56 GMT References: <4344@crash.cts.com> Sender: root@fulcrum.bt.co.uk (Root on Masalla) Organization: BT Fulcrum, Birmingham Lines: 39 Disclaimer: Organisation given for identification purposes only In article <4344@crash.cts.com> uzun@pnet01.cts.com (Roger Uzun) writes: > >Well, sprites cannot be used exclusively, but they can take a LOT of the >load off of the blitter/cpu, they can have up to 15 colors + >transparent and you 64 pixel width of 15 color sprite object per >scanline How do you work this out ???? I was under the understanding that there are 8 Hardware sprites organised as follows: Sprite 0 and 1 Colour Reg 16,17,18,19 = 3 colours + tranparent Sprite 2 and 3 Colour Reg 20,21,22,23 = 3 colours + tranparent Sprite 4 and 5 Colour Reg 24,25,26,27 = 3 colours + tranparent Sprite 6 and 7 Colour Reg 28,29,30,31 = 3 colours + tranparent Total = 12 Colours + 4 transpaerents !! Each sprite has a maximum width of 16 pixels, unlimited height. Using all sprites this gives a maximum of 128 pixels wide. So I make the maximums to be a maximum of 12 colours and a maximum width of 128 pixels per scan line. If any of this info is wrong please let me know as I would like to be clear on this. Cheers SJR +-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ | British Telecom Fulcrum | name : Simon John Raybould {^.^} | | Fordrough Lane | path : sie@fulcrum.bt.co.uk \~/ | | Birmingham +-----------+--------------------------| | B9 5LD | // | AMIGA B2000HD 3MB 8088BB | | ENGLAND | \X/AMIGA | Lattice C V5.05 | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-+