Xref: utzoo rec.games.programmer:2230 comp.sys.amiga.tech:14537 Path: utzoo!utgpu!news-server.csri.toronto.edu!clyde.concordia.ca!mcgill-vision!snorkelwacker!usc!zaphod.mps.ohio-state.edu!rpi!crdgw1!pookie!barnettj From: barnettj@pookie.crd.ge.com (Janet A Barnett) Newsgroups: rec.games.programmer,comp.sys.amiga.tech Subject: Re: Animation Speed & Redraw Message-ID: <12033@crdgw1.crd.ge.com> Date: 19 Sep 90 22:03:46 GMT References: <4389@crash.cts.com> Sender: news@crdgw1.crd.ge.com Followup-To: rec.games.programmer Organization: General Electric Corporate R&D Center Lines: 17 I'll add my extra bit of misinformation here: You can only get 15 colors with attached sprites if the sprites in a particular pair lie on top of each other. Therefore, with 4 pairs of sprites, the maximum 15 color sprite can be only 64 pixels wide. Of course, a sprite pair does not have to completely overlap, but only the overlapping portions will be in 15 color mode; the unoverlapped (sp?) portions will display the 3 colors that the pair usually display. Now, here's the interesting part. If you read the Hardware manual closely, you will see that the sprite data registers can be reloaded by the COPPER or the CPU at any time. This can allow you to have sprites of almost arbitrary width, at the cost of reloading the sprite registers manually during the course of the screen display. The only limitation is that there have to be sufficient CPU cycles available during display time to load the sprite data registers. For instance, it won't work on a 16 color HIRES screen. This is an interesting hack to try with user copperlists, and the relatively unused COPPER SKIP instruction.