![]() It does this because updating a single buffer results in artifacts on the real hardware. ![]() Final Fight uses this extra RAM to double buffer the sprite data, alternating between buffers at $900000 and $904000. However, between the object and first scroll layer there is $8000 bytes available, or 16 times the amount of space for a single buffer. Since a sprite uses 4 words to designate its position, tile id, and attributes, a full sprite buffer is $800 bytes, or 2k. ![]() The CPS1 can show a maximum of 256 sprites per frame and per scanline, normally. The CPS1 controls where sprite ram is located via the "OBJ RAM base" pointer at $800100. But we have verified the technique on real hardware. Not sure how many of you saw my previous post talking about doubling the sprites. ![]()
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