![]() |
![]() |
![]() |
#41 | |
disengaged
Join Date: Aug 2005
Location: London / Sydney
Age: 44
Posts: 19,682
|
Quote:
![]() |
|
![]() |
![]() |
#42 |
Registered User
![]() Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,254
|
|
![]() |
![]() |
#43 | |
Dream Merchant
![]() Join Date: Sep 2007
Location: Utinum
Posts: 417
|
Quote:
![]() |
|
![]() |
![]() |
#44 |
Registered User
![]() Join Date: Nov 2015
Location: Italy
Posts: 69
|
I was curious too some time ago and in first level at least it seems normal 64 color screen and hw sprites for parallax layer. And only 25 FPS. 64 color because Genesis/Mega Drive has 4x16 color palettes so with normal dual playfield speed may have been better (50 FPS) but not enough colors to match nice gfx of game on Sega's hardware. |
![]() |
![]() |
#45 | |
Registered User
![]() Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,254
|
Quote:
|
|
![]() |
![]() |
#46 | |
disengaged
Join Date: Aug 2005
Location: London / Sydney
Age: 44
Posts: 19,682
|
Quote:
![]() |
|
![]() |
![]() |
#47 |
Defendit numerus
![]() Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 50
Posts: 3,130
|
|
![]() |
![]() |
#48 | ||
Registered User
![]() Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,254
|
Quote:
Quote:
Edit- they actually look like 2x16 colour sprites, 128px wide repeated - risky woods style. |
||
![]() |
![]() |
#49 | |
Defendit numerus
![]() Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 50
Posts: 3,130
|
Quote:
With a 3x multiplexing you can cover 128*3=384 that is more than enough for a full scrolling 288 px screen. ![]() EDIT: missed your edit ![]() |
|
![]() |
![]() |
#50 | |
Registered User
![]() Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,254
|
Quote:
Off topic and i might start another thread, also not at a kryboard. I’m thinking of the best screen mode for a game like impossible mission, but possibly hi-res with x-axis scrolling. My thoughts are around somehow using the sprites to expand the size of the dual playfield so that the 32 pixels either side are not lost on scrolling. |
|
![]() |
![]() |
#51 | |
Defendit numerus
![]() Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 50
Posts: 3,130
|
Quote:
No need for it in hi-res: if you go for FMODE=BPLs x2 and use DDFSTRT=$30 then the shifter draw the first pixel at $71 and if you scroll you can use $81 as DIWx start value (old DIW registers are in low-res pixel metric so a gap of 16 is 32 hi-res pixels). Problem here is that for a dual playfield 4+4bpls in hi-res you fill in DMA fetches.. [/OFFTOPIC] |
|
![]() |
![]() |
#52 | |
Registered User
![]() Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,254
|
Quote:
I was recently reading some of the overscan techniques used on the Atari ST and so i’m going to see if i can get full overscan in hi-res with dual playfield.(or 32x8 split). The hardware sprites are expendable. |
|
![]() |
![]() |
#53 |
Tigerskunk!
![]() Join Date: Sep 2016
Location: Amiga Island
Posts: 1,912
|
|
![]() |
![]() |
#54 |
Dream Merchant
![]() Join Date: Sep 2007
Location: Utinum
Posts: 417
|
|
![]() |
![]() |
#55 |
Registered User
![]() Join Date: Jul 2015
Location: The Netherlands
Posts: 2,695
|
|
![]() |
![]() |
#56 | |
Registered User
Join Date: Sep 2008
Location: UK
Posts: 314
|
Quote:
I didn't know that - that's a lot better but it's still bordered on the width, which is a shame. If you comapre to the Mega CD I think the Mega CD has a bigger view window (can't remember exactly now) but I'm sure the Amiga could have done this too |
|
![]() |
![]() |
#57 |
Registered User
![]() Join Date: Nov 2015
Location: Italy
Posts: 69
|
Btw, I think there may be a chance to hack games like this to run in 50 FPS for emulators (where blitter has no speed limit) because I find it unlikely that the game logic was modified to run on 25 FPS. Instead it likely is just called twice per 25 Hz or even same as on Sega HW = 1 per 50 Hz and it's just the display that is split over two frames. |
![]() |
![]() |
#58 |
Tigerskunk!
![]() Join Date: Sep 2016
Location: Amiga Island
Posts: 1,912
|
Going overscan takes away some other stuff as far as I know.
|
![]() |
![]() |
#59 |
Registered User
Join Date: Dec 2020
Location: Italy
Posts: 136
|
|
![]() |
![]() |
#60 | |
Registered User
Join Date: Sep 2011
Location: Cardiff, UK
Age: 48
Posts: 2,418
|
Quote:
|
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Bordersprites restrictions (AGA chipset) | dissident | Coders. Asm / Hardware | 22 | 02 February 2019 00:37 |
Money Matters 4 (AGA chipset issue) | Zarnal | support.WinUAE | 2 | 31 May 2018 20:10 |
How to detect AGA chipset installed from C? | earok | Coders. C/C++ | 3 | 04 June 2016 03:31 |
Best way of detecting the AGA chipset? | Steve | Coders. Asm / Hardware | 13 | 25 January 2014 23:08 |
EHB sprites with AGA chipset ? | FrenchShark | Coders. General | 4 | 17 September 2009 07:37 |
|
|