Quote from: sigh on Yesterday at 17:08160*200*16 = ~16KQuote from: andycadley on Yesterday at 16:29Then I have been completely wrong all this time!Quote from: sigh on Yesterday 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 Yesterday at 09:22Can you also test Relentless? (sound)GamePlay work. Sound noise (Intro and Game).
Quote from: andycadley on Yesterday at 16:29Then I have been completely wrong all this time!Quote from: sigh on Yesterday 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).
Quote from: sigh on Yesterday 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
Quote from: GUNHED on Yesterday at 15:04Sorry, the GX4000 has only half the RAM compared to the CPC6128. Furthermore the CRTC RAM is 64 KB in both cases. ROM is another thing. The GX4000 itself has none.It doesn't work like that in practice.
Quote from: djaybee on Yesterday at 13:02Deep inside, I can't stop thinking about a closely related question: what situations would benefit from triple-buffering, i.e. what are the types of graphics where the performance gains of triple-buffering outweigh the memory costs?Fast gameplay 50fps with huge explosions . You need to copy 10kB to screen.
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