View Single Post
Old 27 December 2018, 23:57   #8
earok
Registered User
 
Join Date: Dec 2013
Location: Auckland
Posts: 3,545
Hope this all makes sense

@shatterhand To be clear, I'm not blitting everything at the end of the frame. I blit the dirty tiles first, and then the do the enemy logic (which includes both blitting and movement etc). Since the blits are interleaved, it means that the CPU doesn't have to wait for each of the bitplanes to be blitted before triggering the blit of the next blitplane.

But I haven't experimented with blitnasty to see if that helps things along, to be honest I'm not sure if it's necessary or how to properly use it.

@mcgeezer having a triple buffer has been my standard in the past (or using dual playfield where you can just simply clear the bobs on the top layer), but I haven't needed it with this - I simply need to blit the tile twice (front and back buffer) rather than three times with the third buffer, and when I redraw I simply redraw the original tile rather than blit from the third buffer.
earok is offline  
 
Page generated in 0.04238 seconds with 11 queries