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-   -   Multiple Copperlists and Sprites (http://eab.abime.net/showthread.php?t=94444)

Havie 29 September 2018 23:27

Multiple Copperlists and Sprites
 
New question of the day!

If I set up a screen with 4 copperlists on top of each other with the required gap will each copperlist have it's own sprites or will the sprites be copperlist independent?

I ask because I am writing a game with parallax scrolling and there are separated areas of the screen (that don't overlap) that I am scrolling at different speeds but software scrolling is quite slow and CPU intensive and it would be great to hardware scroll different sections of the screen. The only way I can see to do this is to have separate copperlists and hardware scroll each one. is this even possible and how does this affect sprites?

Or is there a better way that I am not aware of?

Hope this all makes sense???

Daedalus 01 October 2018 22:44

Sprites are per-CopList, so each CopList will have 8 independent sprites available. This means that you could have 32 sprites on screen with 4 CopLists, but each sprite will be confined to its CopList and unable to move to another (or onto the blank gap between them).

Havie 02 October 2018 19:33

That's what I thought - shame.

So what's the best way to do multiple scrolling zones for a parallax effect?

Daedalus 03 October 2018 00:16

Hmmm, well without resorting to a lot of poking around in the chipset registers, the DisplayScroll command might be worth investigating. I haven't used it myself, but it allows you to position a bitmap at different positions per line. I've never used it myself, but I would suspect that it could help you with some creative bitmap arranging.

Havie 03 October 2018 21:10

Thanks - will have a look at this and report back.


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