Path: utzoo!news-server.csri.toronto.edu!cs.utexas.edu!yale!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: <1991Mar17.162317.9803@mintaka.lcs.mit.edu> Date: 17 Mar 91 16:23:17 GMT References: <4341@orbit.cts.com> Sender: daemon@mintaka.lcs.mit.edu (Lucifer Maleficius) Organization: The Internet Lines: 31 In article <4341@orbit.cts.com> chucks@pnet51.orb.mn.org (Erik Funkenbusch) writes: >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. >>-- >>Peter da Silva. `-_-' >>. > > >Shadow of the Beast. > >I can name tons more, but of course i would need to go through them to make >certain which ones do and don't Wrong, SOTB uses 320x200x5 bitplanes (32 colors). 640x200x4 (maximum 16 colors) would block the blitter chip from chip ram access for most of the time. Because of this, a SOTB in 640 mode would be too slow and you wouldn't have all those giagantic objects on the screen moving smoothly. >UUCP: {amdahl!tcnet, crash}!orbit!pnet51!chucks >ARPA: crash!orbit!pnet51!chucks@nosc.mil >INET: chucks@pnet51.orb.mn.org -- /~\_______________________________________________________________________/~\ |n| rjc@albert.ai.mit.edu Amiga, the computer for the creative mind. |n| |~| .-. .-. |~| |_|________________________________| |_| |________________________________|_|