That looks good, Baggers. I take it you're using the SDRAM driver? And it looks like your sprites are rotatable! You must be using QSINCOS to get the step deltas. Are you using PIX to step through your sprite?
Thanks Bill, yeah, I too was thinking it'll need to be 32x32 sprites there is no scaling on them.
Cheers Chip, it is using the SDRAM driver for the bitmap, but the sprite driver is modifying the HUB-RAM buffer that the Display cog is rendering, so it doesn't use much hub-ram, and it's like hardware sprites, because it doesn't affect the bitmap.
nor is it using PIX, not yet anyway.
@potatohead, It's amazing what this chip can do at only 1/3rd the total running speed, and three cogs down I can't wait to see what the real thing can do!
I made several earlier (posted in other threads in the P2 forum - I really should consolidate them in one place), and am currently working on some SDRAM ones.
Initially I concentrated on 256x192 and 256x144 using up to 96K in the hub for several VGA & HDTV resolutions, now I am thinking higher due to SDRAM
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Nice work once again.
How many cogs is that using now then?
Never mind.... it's 3 lol
For 1024x768 it may also be nice to have 32x32 sprites - or do your 16x16's have scaling?
Cheers Chip, it is using the SDRAM driver for the bitmap, but the sprite driver is modifying the HUB-RAM buffer that the Display cog is rendering, so it doesn't use much hub-ram, and it's like hardware sprites, because it doesn't affect the bitmap.
nor is it using PIX, not yet anyway.
320x240 more for gaming
And yes Coley, it certainly is
@potatohead, It's amazing what this chip can do at only 1/3rd the total running speed, and three cogs down I can't wait to see what the real thing can do!
Have you had chance to play with any drivers yet?
Initially I concentrated on 256x192 and 256x144 using up to 96K in the hub for several VGA & HDTV resolutions, now I am thinking higher due to SDRAM