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- Path: sparky!uunet!ogicse!flop.ENGR.ORST.EDU!gaia.ucs.orst.edu!brindley
- From: brindley@maxwell.ECE.ORST.EDU (Mike Brindley)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: sprites in 3.0?
- Message-ID: <1ef9gbINN7rt@talon.UCS.ORST.EDU>
- Date: 19 Nov 92 05:42:35 GMT
- Article-I.D.: talon.1ef9gbINN7rt
- References: <1962@lysator.liu.se> <BxtCwF.6Jq@fc.hp.com>
- Organization: Society for Putting Things on Top of Other Things
- Lines: 22
- NNTP-Posting-Host: maxwell.ece.orst.edu
-
- In article <BxtCwF.6Jq@fc.hp.com> koren@fc.hp.com (Steve Koren) writes:
- >Martin Vilcans (marvil@lysator.liu.se) wrote:
- >
- >> Yes, I know, but the pointer is sprite number 0, it's the higher number
- >> sprites that disappear when overscanning.
- >
- >Interesting, but I'm still not convinced. Also any potential theory
- >needs to explain:
- >
- > - programs which open their own, non-overscan screen, with sprites,
- > but the sprites don't work.
- >
-
- The same basic thing happens on my 3000 - if my workbench is overscanned
- too much, other programs which open up thier own screens will lose the
- sprites (even though the dma slots are not actually being used). I asked
- for an explanation of this behaviour int c.s.a.hardware a few months ago,
- but got no response.
-
- --
- --> Mike Brindley
- brindley@ece.orst.edu
-