Quote from: sigh on Today at 18:35Sorry - I think I may have muddled up everything by not explaining well. I meant that you can fit more sprites in mode 1.
For instance - if I were to draw a sprite that is 16*16, I would be able to fit more on the mode 1 sheet.
Quote from: McArti0 on Today at 14:18Fast gameplay 50fps with huge explosions . You need to copy 10kB to screen.Oh, interesting, I hadn't considered that explicitly. Essentially, if most frames take well less than 20ms but some take more than that, having a triple buffer allows to "borrow" time from a short frame into a long latter one.
Quote from: andycadley on Today at 18:27Sorry - I think I may have muddled up everything by not explaining well. I meant that you can fit more sprites in mode 1.Quote from: sigh on Today at 17:08160*200*16 = ~16KQuote from: andycadley on Today at 16:29Then I have been completely wrong all this time!Quote from: sigh on Today at 15:36Was thinking that with the mode 1 graphics, you would have more graphics space for sprites?It doesn't really work like that, Mode 1 has twice the horizontal resolution and half the colours, so the end result is graphics take the same amount of memory to fill the same physical space
You could save memory by reducing the colour depth of stored graphics and converting them on the fly but that loses speed (and it doesn't really matter what the target Mode is at that point).
I thought a mode 0 sprite sheet that is 160x200 was 8kb and a mode 1 sprite sheet that is 320x200 was also 8kb?
320*200*4 = ~16K
You have to drop in colour depth or resolution to actually save memory.
Quote from: sigh on Today at 17:08160*200*16 = ~16KQuote from: andycadley on Today at 16:29Then I have been completely wrong all this time!Quote from: sigh on Today at 15:36Was thinking that with the mode 1 graphics, you would have more graphics space for sprites?It doesn't really work like that, Mode 1 has twice the horizontal resolution and half the colours, so the end result is graphics take the same amount of memory to fill the same physical space
You could save memory by reducing the colour depth of stored graphics and converting them on the fly but that loses speed (and it doesn't really matter what the target Mode is at that point).
I thought a mode 0 sprite sheet that is 160x200 was 8kb and a mode 1 sprite sheet that is 320x200 was also 8kb?
Quote from: VincentGR on Today at 09:22Can you also test Relentless? (sound)GamePlay work. Sound noise (Intro and Game).
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