Re: Sprites
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Jul 14, 1998
- 536 views
>That's not at all the way I do it and my way seems pretty fast: Well, if you want it simple and fast (also for non-pentiums I mean, multi-sequence multiplications as you do.. are slow) you might want to consider, the technique used by Jiri.. Its still in the archive. Which method is faster depends on the type of sprite. An image with a lot of see-though holes in it, will be faster with his method. An image like a bal or with a few holes in it, will be faster with my method. And you were talking about easy to implent.. I included the routines in the mail.. how easy can it get ? (Yes, I too, can be objective at times.. even with Jiri's code However, Ememcopy, a nice machine code routine that uses the command list technique can also do the SVGA nowadays. Its updated, and it does the banking for ya.. I assume) However be warned mixing it together with euphoria pixel () routines, cuz they seem to expect the bank to be reset to zero. If you just want to get a higher resolution that the lacking 320*200, try the ModeX routines of Pete. They are also updated now. And you can tweak the resolution to 500*400 if i'm not mistaking. BTW Unreal runs almost as fast in the weird resolution of 538 * 382 (or something near this) I havent figured out why yet, but any resolution higher cuz notibly slower. Maybe some1 knows how to tweak into that video mode ? Maybe it got something todo with MMX though. (the video mode was 16-bpp btw) Any one know about this ? Ralf