Quote:
Originally Posted by AnimaInCorpore
In fact, sprites can be bigger than 16 x 16 pixels defined by special width and height "concatenation" bits but they're still being comprised of 16 x 16 pixels tiles though.
However, you need to add the flipped sprites/tiles to your memory calculation as well as some different coloured alternate reincarnations. This will increase your memory requirement by a good margin.
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Hi Anima. How big is the sprite data excluding background tiles? How many sprites get rendered for the average, best and worst case on the Ste? What sizes are they? How many can your engine draw in 1 vbl / 2 vbl?
How much faster is your scan line renderer vs brute force masking? What's the cost for masking a single word?