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Old 26 July 2014, 22:54   #7
mc6809e
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Join Date: Jan 2012
Location: USA
Posts: 320
Quote:
Originally Posted by Photon View Post
Just wanted to say that for games, sprite collision registers seem to go largely unused. There are many reasons.
I think the original Amiga design called for an Atari 2600-like super game console with 128K RAM. Hardware sprites and collision registers are used extensively on the 2600.

Of course a machine with 256K or 512K and a blitter turned out to be so much more powerful that the sprite system was mostly obsoleted.

I've tried to think of a way the sprites and collision registers might be useful for certain calculations. I haven't come up with anything, but the idea would be to set aside a number of lines in the vertical overscan area with all palette registers set the same as the background color. Then with the proper setting of sprite positions and values, and maybe something in the playfields, some useful calculation might be performed.
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