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Old 23 October 2019, 13:44   #5
phx
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Join Date: Nov 2009
Location: Herford / Germany
Posts: 1,690
Quote:
Originally Posted by roondar View Post
In other words, don't use VBLANK for timing but rather Copper interrupts at the beginning of actual bitplane fetches.
I don't quite understand that. When you synchronise your program with a copper interrupt at the first line with bitplane-fetches, you will be starting with the least amount of free DMA slots. Why is that an advantage?

Quote:
Originally Posted by sandruzzo View Post
Indeed by reducing screen area you'll gain a lot of free dma cycles. Btw It' has been always my first choice!
It has always been my last choice to limit the visual appearance of a game (so I'm generally using 320x256 with 5 planes). I prefer to optimise the code first.
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