0 Members and 2 Guests are viewing this topic.
It is true that you had an 11x11 grid to play around on, but your project was on the 68k sereies. You had a larger screen to play with. We would need to do 8x8 to aaccomplish similar here (a 12x8 or 8x8 grid with a hud).
If we have over 256 sprites, we can always have sprite pallets for different areas.
I might have to pull back from this project a bit, life and A:P are keeping me quite busy as it is . I'll still be happy to act as a consultant, hehe, chipping in here and there though.Anyway what I have to say here is that if you guys are going to go grayscale ARPG, you're going to have to sacrifice the 6mhz audience. Redrawing the screen isn't going to be an option, as that takes over 400,000 cycles by itself if you're drawing 2 layers for gray. So the screen is going to be needed to be backed up every frame to draw the enemies and whatnot; simply backing up 1,536 bytes of buffer, drawing the screen (3lvl gray) and restoring those 1,536 bytes is going to take over 123,512 cycles. In 6mhz, that's 48fps. Once you add in scrolling, enemies, and whatnot, the framerate isn't going to be anywhere close to the 45-60fps needed for decent grayscale. (Reference numbers: Horizontal/Vertical commands take about 20k cycles, drwaing an 8x8 sprite takes 2100 cycles. So scrolling with 2 16x16 grayscale sprites onscreen? Add 4*2*2*2100+2*20,000 = ~another 50,000 cycles, dropping the 6mhz framerate down to 30fps). 15mhz is going to be just about right to get you by.