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Old 08 January 2021, 16:53   #61
DanScott
Lemon. / Core Design
 
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Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
With CD32 (even A1200 or any AGA), you could have the following:

16 colour playfield for your background (platforms, scenery, whatever...)

16 colour foreground playfield used for sprites (bobs, that don't need save/restore, and some big one could even be drawn first, without even having to mask it or even clear it, by having some blank space around the outside, as much space as the maximum distance it will move per frame)

2 x sprites (attached 16 colour) hardware sprites for the main player

4 x sprites (unattached 4 colours) for a background parallax layer of 256 pixels wide with colours changed down the screen using the copper

2 x sprites left over... (to use for whatever you want... for player overlay / shield / misiles... or even for foreground rain effect?)


of course, the player sprites could also be used at the top and bottom of screen for score, energy bars, lives counters etc..


with clever use of the hardware, you could produce some stunning looking games... you would need a good artist of course...
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