Quote from: VincentGR on 09:22, 25 April 24Can you also test Relentless? (sound)GamePlay work. Sound noise (Intro and Game).
Quote from: andycadley on 16:29, 25 April 24Then I have been completely wrong all this time!Quote from: sigh on 15:36, 25 April 24Was 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 15:36, 25 April 24Was 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 15:04, 25 April 24Sorry, 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 13:02, 25 April 24Deep 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.
Quote from: Nich on 12:14, 14 April 24Quote from: iXien on 11:23, 14 April 24Hum, interesting. I play this one several times and never shown the problem. But I trust you. And nobody found the problem to poke it ? It would be not too late to fix this versionI've tried, but I couldn't find any way to fix the bug.
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