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Old 19 November 2009, 12:18   #8
Thorham
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Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,762
Quote:
Originally Posted by meynaf View Post
It's not a bad idea to use that kind of interlace trick, but sadly chipmem is too slow even for this.
Yep, if the band width required exceeds the available band width, the interlace method becomes useless. Sad really.
Quote:
Originally Posted by meynaf View Post
Besides, you might regret that the day your game works on a non-interlaced screen.
That could have been solved, except for the fact that it doesn't matter in this case
Quote:
Originally Posted by meynaf View Post
Transparent blitting is easy to do with chunky pixels (write non-transparent ones and skip the others), but in planar mode it's more complicated.
Or do you have a very fast blitting routine ? (I guess not )
Yeah, I know what a pain it can be. The fast cpu blitting routine I have is sadly only usable in my Advance Wars conversion, because it simply blits two tiles with two bobs on top (works, because only one unit can move around at any one time, in that case I use a 16 color sprite).
Quote:
Originally Posted by meynaf View Post
The effects are already in range, as they are 22050 hz. Of course the music can be resampled to this value, but it would still mean a whole lot of data.
Yep!
Quote:
Originally Posted by meynaf View Post
Of course, but I'd prefer to use tracked music.
Perhaps cd audio can be an option?
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