Author Topic: screens and modes  (Read 5535 times)

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Offline fano

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Re: screens and modes
« Reply #25 on: 14:04, 29 January 11 »
Okay - I'll remember this. Thanks.

So even though using 8 colours would be less ram, it would actually be slower to use than 16 mode 0 or 4 mode 1?
Damn. I seem to be constantly failing every single time to find ways of reducing the amount of ram and cpu when handling modes.
Thanks for the info.
I think.4 colors would divide per 2 the size of graphics.If 3+transparent colors is not acceptable , a solution could be to split sprites in 4*8 mode 0 tiles and to use a 512 bytes aligned and interlaced table to convert bytes on the fly to 16 colors.You could take advantage of non masked parts and mask only when it is needed.
Anyway , closer is your rendering code from native CPC render format , faster it is.
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Offline sigh

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Re: screens and modes
« Reply #26 on: 14:33, 29 January 11 »
I think.4 colors would divide per 2 the size of graphics.If 3+transparent colors is not acceptable , a solution could be to split sprites in 4*8 mode 0 tiles and to use a 512 bytes aligned and interlaced table to convert bytes on the fly to 16 colors.You could take advantage of non masked parts and mask only when it is needed.
Anyway , closer is your rendering code from native CPC render format , faster it is.

That seems like an incredible amount of programming hassle :laugh: !

Thanks

Offline fano

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Re: screens and modes
« Reply #27 on: 15:00, 29 January 11 »
Why doing simple when you can make it complicated (this is my motto)  :laugh:

To help you a bit :
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