![]() |
![]() |
#81 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,655
|
|
![]() |
![]() |
#82 |
Registered User
Join Date: May 2003
Location: mercury
Posts: 577
|
What I had understood that, and in fact is happening in a project of mine, that in Dual Playfield mode you lose a channel of sprites. Channels 6 and 7.
There are ways to not lose them?? |
![]() |
![]() |
#83 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
|
I used DPF on AGA on Xevious, and used all sprites at some point, and never got that dreaded sprite bug (I heard that the 7th sprite could be hidden because of the bug). I guess it happens in some particular cases.
|
![]() |
![]() |
#84 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
|
This has been discussed in many many threads
![]() It has nothing to do with dual playfield and depends exclusively on the value used in DDFSTRT. The lower the value, the more slots are subtracted for the sprites fetching. In the HRM there is a diagram of the DMA slots which gives a rough idea of the situation. In addition to this there is a HW bug in OCS that prevents the use of the last sprite slot when it is back-to-back with the start of the bitplanes first fetch block. |
![]() |
![]() |
#85 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 192
|
Quote:
I'm not sure what you mean, but you only have 3 normal sized buffers. 1 for display, one for backbuffer rendering and one for restoring. After bob restoring you have 2 clean buffers and for the next frame depending on the next y scroll position you choose which one of this 2 buffers will become the next display buffer (= current backbuffer where to paint bobs) (the one which does not wrap). The other becomes the restore buffer for restoring job in the frame after. The precaution I mentioned, that is necessary, is that the scroll position between current frame and next frame must not be too hugely different (unless you had huge safety gaps) because the 3 buffers share the same available ~memory/~area in the ~"master buffer" and must not trash each other. During scrolling both in x and in y direction the buffers move around in this ~memory/~area. For example at scroll y position 0, buffer #1 may live here: Code:
1111 1111 1111 1111 #### #### #### #### #### #### #### #### Code:
#### #### 1111 1111 1111 1111 #### #### #### #### #### #### |
|
![]() |
![]() |
#86 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
|
Quote:
Of course it's not a bad thing per se, on the contrary! It is simply because you are forced to use this technique and not others, this could be more expensive in certain situations/conditions. If in any case that was the main rendering choice, nothing would change in terms of speed ![]() |
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
16c single playfield vs dual playfield for bobs n sprites | donnie | Nostalgia & memories | 1 | 20 January 2019 17:24 |
Dual Playfield Palette Assignments | LuMan | Coders. Blitz Basic | 1 | 24 February 2016 15:35 |
Help with Dual Playfield | Shatterhand | Coders. Blitz Basic | 15 | 14 December 2015 13:05 |
Dual playfield colors and AGA | losso | Coders. Asm / Hardware | 1 | 03 December 2013 02:48 |
Dual Playfield | BippyM | project.Maptapper | 6 | 03 July 2013 00:43 |
|
|