Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!samsung!munnari.oz.au!brolga!bunyip.cc.uq.oz.au!marlin.jcu.edu.au!cpca From: cpca@marlin.jcu.edu.au (Colin Adams) Newsgroups: comp.sys.amiga.misc Subject: Re: Hires games Message-ID: <1991Mar18.043707.22648@marlin.jcu.edu.au> Date: 18 Mar 91 04:37:07 GMT References: <910317.153135.CST.C506634@umcvmb.missouri.edu> Organization: James Cook University of North Queensland Lines: 31 In article <910317.153135.CST.C506634@umcvmb.missouri.edu> C506634@UMCVMB.MISSOURI.EDU (Eric Edwards) writes: >In Message-ID: <1991Mar16.181918.17906@mintaka.lcs.mit.edu> > rjc@geech.ai.mit.edu (Ray Cromwell) said: >[description of use of sprites on a hires screen deleted] >> 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. > >Well, then, how about 320x400? Objects in games are rarely single pixel and >those that would (or come close) should be moving pretty fast so flicker >shouldn't be noticeable. It's the same resolution as 640x200 but without the >bandwidth limitations. Too much data to move around, which would slow down the frame rate and make the game look slow... > >Eric Edwards: c506634 @ "The 3090. Proof that by applying state of the >Inet: umcvmb.missouri.edu art technology to an obsolete architecture, >Bitnet: umcvmb.bitnet one can achieve mediocre performance." -- Colin Adams Shadowplay James Cook University Amiga Developers Computer Science Department Internet : cpca@marlin.jcu.edu.au