Quote:
Originally Posted by Thorham
I don't think there's a difference between high and lowres c2p except that because you're using interlace you only have to update half the number of scanlines per frame (needs double buffering).
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No way ! Updating half the scanlines in one frame isn't possible (already too slow). So I update when program says that an area needs to be updated - and only this area.
Quote:
Originally Posted by Thorham
This may sound silly, but why not convert the graphics to bit planes and do the effects using chunky+c2p?
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Because it probably would end up being slower. Planar graphics are quite a pain to blit with the cpu, and they're WAY too numerous to fit into chipmem (in fact, sounds don't even fit and I had to play from fastmem).
Quote:
Originally Posted by Thorham
If you're going to have mixing in the game, then it's probably best to simply resample the cd audio and sound effects (on the peecee using Sox), and mix the music with the sound effects. Fast and simple once the audio is converted, and you get 14 bit quality. At the price of larger game data.
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You can not pre-mix SFX with music because they don't happen synchronously with it. SFX can be played directly and don't need to be resampled, and cannot be pre-mixed either.