What would cause the main slow-down with an A500 port? The walls? The scaling of the sprites? If I remember, the walls, on average, only made up about a third of the playview, as the floor and ceilings are single colours. If routines could be written that render the walls at a low resolution, and scale at the same resolution with the help of the Blitter, then it should be easily possible. I've seen A500 demos that achieve amazing full-screen effects, but at a fraction of the resolution which is disguised by stippling: AttentionWhore's Serotonin and demos by the group Unique, all on A500.
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