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Old 03 November 2022, 09:38   #8
coder76
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Join Date: Dec 2016
Location: Finland
Posts: 168
I'm not sure how it works, but it seems that it is possible to make games on AGA with 2 independent scroll layers, and thousands of colors. This is not a copper effect. This Kang-Fu game somehow does it, and the game runs in even hires 640x256, which wouldnt be possible on SNES or Sega Megadrive. The enemy sprites are buggy though in game, when they overlap other objects, and flicker.

It is said that dual playfield is used together with HAM-mode in Kang-Fu, but this shouldn't be possible, as even a single HAM8-layer needs 8 bitplanes. And they got two layers there. The game also runs in 50 FPS, so I think the other layer cant simply have been copied on it with blitter or CPU as that takes a lot bandwidth.

[ Show youtube player ]

Also on 68030-based systems, blitter objects should not be used for everything, but rather use CPU to plot out sprites.
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