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- From: warwick@cs.uq.oz.au (Warwick Allison)
- Newsgroups: comp.sys.atari.st.tech
- Subject: Re: Sprite code (Re: Second&last time: Hacking Contest)
- Message-ID: <9890@uqcspe.cs.uq.oz.au>
- Date: 20 Aug 92 01:48:51 GMT
- References: <438@muller.loria.fr> <1992Aug06.184949.22119@infoserver.th-darmstadt.de> <439@muller.loria.fr> <1992Aug09.011934.47152@news.th-darmstadt.de> <440@muller.loria.fr> <9777@uqcspe.cs.uq.oz.au> <441@muller.loria.fr> <9817@uqcspe.cs.uq.oz.au> <446@muller.loria
- Sender: news@cs.uq.oz.au
- Reply-To: warwick@cs.uq.oz.au
- Lines: 74
-
- eker@loria.crin.fr (Steven Eker) writes:
- >warwick@cs.uq.oz.au (Warwick Allison) writes:
-
- >This is fine. but is a previous post you mentioned that sprites could
- >be updated at different speeds which made me think you were using some
- >arbitrary interleaving of draws & wipes.
-
- Oops, poor qualification by me. Obviously, it is DAMNED HARD to give
- arbitrary sprite priorities, AND arbitrary update rates. (Although
- possible - using full-screen masks, which are also useful for clipping,
- moving "behind" playfield objects, etc.) If I even need such Sprite
- classes, I'll have my head examined.
-
- >Maybe, maybe not - it depends on your sprite drawing method. The code
- >I originally posted only read the screen implicity with
- > or.w d0,(a0)+
-
- Hardly useful for anything but UNMASKED single-bitplane graphics, which
- is next-to-useless (at he very least, you usually want to have black
- and white sprites (like the ST mouse pointer), rather than just black
- sprites (like the Sun SunView mouse pointer)). Of course, in the
- interests of competition, anything is "useful" :-).
-
- >BTW the code I posted is (slightly) faster than the 32x32 sprite code in
- >your GNUchess port even under the most pessimistic assumptions (you did a great
- >job on the port though...).
-
- <delight> if you can mail me code-for-code patches, I'll put them into
- my library (which will be free-to-all one of these days).
-
- >|> Which reminds me - was this a competition? I wrote some VERY fast
- >|> sprite routines in a furious discussion with Dave B. - 60 or so
- >|> single-bitplane 16x16 sprites at arbitrary positions on an arbitrary
- >|> background was I believe my limit...
-
- >No, it was just a sugestion for a better competition goal than the
- >rather pointless TOS hacking in Nat!'s competion. 60 sprites at 50Hz
- >is quite amazing on a non-blitter ST. At 25Hz rather less so.
-
- Actually, I think it was more like 50 at 72Hz (ie. mono).
-
- >Still I can't resist the challenge...
-
- You didn't post performance stats! How well does it BURN?
-
-
- Let's make some categories:
-
- 1. Preshifted / Unshifted
- 2. 16x16 / 32x32
- 3. Masked / Unmasked (ie. black&white / black)
-
- >Come to think of it, if the sprites are only one pixel deep why not preshift
- >the blighters???
-
- Yep. One better: with unmasked sprite, why even HAVE sprite data?
- it uses only 100% more RAM to have the sprite data be the CODE ITSELF,
- ie. automatically generate the
-
- orl #....,(a0) (3 words)
- addl d0,a0 (1 word)
-
- instructions from the 2-word sprite-data!
-
- (Of course, this is only acceptable for HACK CONTESTS. Anyone who seriously
- considers this a "programming technique" is a beauxault)
-
- --
- Warwick
- --
- _-_|\ warwick@cs.uq.oz.au /Disclaimer:
- / * <-- Computer Science Department, /
- \_.-._/ University of Queensland, / void (if removed)
- v Brisbane, Australia. /
-