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Speccy Port

778 bytes added, 00:02, 29 April 2011
/* Video */
*Normally Spectrum graphics is stored in 2 colours, which means 8 pixels for each byte. In Amstrad mode 1, each byte defines 4 pixels. So for the same graphics you often need twice the RAM on the Amstrad. (This is a case where graphics without transparency are used). If transparency is used, then the amount of data can be the same.
 
Yet the common mask tecnique for sprites implies that another set of 1bpp sprites is needed for each sprites... totaling 2bpp (bit per pixels...) Amstrad could actually use one ink (colour) to mask sprites, hence the mundane 2bpp mode1 could getSprites masks with almost no extra DATA in RAM (just a few extra routines...).
 
Full masked games on Spectrum then have the same weight as Amstrad games concerning masked Graphical Data (often the case in monocoloured games or isometric games...)
 
As a result, games like Head over Heals or HeroQuest (isometric) or Shadow of the beast (2D but masked sprites, and parralax scrolling meaning even some masked background tiles...) could easily get the proper recode of Sprites/Tiles in 2bpp for close to no extra RAM used by DATAs..
* The Amstrad's screen size and position can be reprogrammed, the Spectrum's screen size and position is fixed. It is possible to program the Amstrad's screen to use the entire monitor display area (at the expensive of approx. 22K of video ram being used).
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