Quote:
Originally Posted by CCCP alert
As I understand it most MegaDrive games used two layers for parallax backgrounds and the other layer is the 16 colour sprites. My thinking was writing into a block of 64 pixel wide 16 colour screen height AGA sprites as a third layer using the blitter. I did say similar not identical ![Smile](images/smilies/smile.gif)
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Yes they use 2 layers of parallax plus sprites, but none of those layers (or sprites) are necessarily limited to 16 colours. And there's a lot of flexibility in terms of being able to fiddle around with tile priorities to give the impression of more layers. For AGA you're more likely to use the sprites for a repeating parallax background layer and then one of the DPF layers for drawing bobs into, but an 8 bit plane DPF is pretty DMA heavy (and obviously requires more blitter time to draw to). And unfortunately you can't have unbalanced colour depths with DPF, which would help a lot.