Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!think.com!mintaka!geech.ai.mit.edu!rjc From: rjc@geech.ai.mit.edu (Ray Cromwell) Newsgroups: comp.sys.amiga.misc Subject: Re: Mac and Amiga (Games--Maci Message-ID: <1991Mar16.181918.17906@mintaka.lcs.mit.edu> Date: 16 Mar 91 18:19:18 GMT References: <4326@orbit.cts.com> <1991Mar16.162630.16865@sugar.hackercorp.com> Sender: daemon@mintaka.lcs.mit.edu (Lucifer Maleficius) Organization: The Internet Lines: 25 In article <1991Mar16.162630.16865@sugar.hackercorp.com> peter@sugar.hackercorp.com (Peter da Silva) writes: >In article <4326@orbit.cts.com> chucks@pnet51.orb.mn.org (Erik Funkenbusch) writes: >> Very few games use 320x200. almost all games use 640x200. > >Name one. Workbench Lander. :-) Sorry, couldn't resist. A game in 640x200 using 16 colors would be possible, but it would have to use sprites almost entirely. Not that bad. The C64 used sprites for almost every moving object in most of it's games. Tricks have to be used to multiplex the sprites. (like the raster boundaries between groups of 8 sprites would be dynamic, instead of fixed like vsprites on the Amiga.) A using 640x200x3 bitplanes would be possible since that's the bandiwdth used by a HAM screen. Pioneer Plague proved a game in HAM was possible. 8 colors is very limiting, the copper would have to poke a new palette every few scanlines otherwise the game would look too plain. I don't think using hires mode would add much to the game. More colors and faster animation make games look better. HI-res would only stifle it. >-- >Peter da Silva. `-_-' >.