Quote:
Originally Posted by jotd
Supercars 2 uses EHB for some static images and also for the main game. Notice the shades everywhere: it's because of the extra plane
Besides, it uses blitter for scrolling, and still manages to be smooth enough. Quite a performance.
Then I adapted it to AGA using EHB "emulation" with one extra plane (I had to use 7 planes to benefit from more colors). My palette is 64 colors + 64 dimmed colors. The shades are still working, but the game is slower even on a A1200/060 + fastmem and some 020 opts. Blitter is indeed the bottleneck.
(plus the game uses blitter interrupts to parallelize blitter computations/clips with actual blitter operations, which is very smart but since it doesn't use interleave mode, that means 7 blits for each object + scenery = 7 interrupts...)
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How big are the actual levels, is it not possible to change to blitting the entire map in memory and having a restore copy?