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Old 19 December 2018, 15:32   #48
Shatterhand
Warhasneverbeensomuchfun
 
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Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
Quote:
Originally Posted by roondar View Post
I know all about Copper reuse of sprites, I did do that 'lets see if I can't fill the entire screen with random sprite data using the copper' thing a while back

However, I really do think you're underestimating the C64 - I'm not saying you can't replicate (most) C64 sprite multiplexers using bobs (and/or sprites, though Amiga sprites lack width compared to C64 sprites so a one-to-one conversion can't be done) on the Amiga, but it's not 'easy' as such. Later life C64 sprite multiplexers could throw some pretty impressive stuff about, both in sprite count and size.

As for tile effects, I was thinking more along the line of tile based animation as seen in say Turrican (see the piranha boss fight, the C64 has the entire screen animating a rather nice looking water effect - note that this effect runs at 50Hz). Again, I'm not saying it can't be done, but it's not nearly as easy as you might think initially.

The C64 really was quite impressive from a 'number of pixels moving on screen' perspective. I wouldn't be at all surprised if it could display more sprite pixels in a frame when using a decent multiplexer (during a game anyway) than the Amiga can do bob pixels - assuming both have to use a full size 16 colour screen. Especially if the game to emulate also has an animating background.

What's the width of C64 sprites? I thought they were just 16 pixels wide.

Though you are right. While I still think you can push the same amount of sprites on Amiga as you can on a C64 using the copper (Look what Mega Typhoon does with it - It's just that people didn't want to see 4 colors sprites on a 16 bits title), tile animation is a whole new deal which is hard for the Amiga to do it.
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