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Old 25 January 2018, 17:01   #77
zero
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Join Date: Jun 2016
Location: UK
Posts: 428
Quote:
Originally Posted by LaBodilsen View Post
Yes and No.. You will always have to do precise scaling when using the CPU, as you can't "blit" 8-16 pixel at a time anyway.
Can't you? Doing it a blitplane at a time with the CPU... Especially on the A1200 where the 020 makes longer shifts take as many cycles as single bit ones.

If you want to port Wolfenstien then yeah, you can't use these tricks. But this is just Wolf-style rendering so it doesn't have to look exactly the same. You could, for example, use a 1 bitplane pre-scaled texture and then a static "noise" texture under it that wouldn't need re-rendering each frame.

I'm just thinking from a demo effect perspective, how could you get as close as possible to 60 fps at high resolution (320x256). How far can you get with an A500 and things like screen mirroring and blitter fill?
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