Thread: Blitz pang
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Old 26 October 2023, 15:14   #14
Daedalus
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Quote:
Originally Posted by seko View Post
I think the same for AMIGA 1200
The A1200 can use 64-pixel-wide sprites. It's probably still not enough to use the sprites for all the balls because for 15-colour sprites you can still only have 4. 3-colour sprites you could have 8...

But instead of using sprites for the balls, what about using sprites for the player and the harpoons? That would free up some blitter time and also allow for the player to have different colours to the foreground playfield.

Quote:
I used a double play area. background layer 8 color. foreground 8 color. Blitz basic used qbilit for biliter operation
Hmmmm, that should be quick enough. Perhaps it's not the blitting that's taking up most of the time, but the other stuff? Are you calculating with quick or float variables? It might be worth poking the background with different colours at different steps of your main loop to see what's taking up most of the frame time.
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