Re: 2bpp bullet rendering
Posted: Sat Feb 13, 2016 11:08 pm
Wouldn't that limit you to 20 fps at best? Frankly it looks a little choppy to me - still impressive, but a bit suboptimal for a shooter where tracking these bullets by eye is the whole point. If you ended up wanting a pattern with a huge number of fairly slow bullets, you could always drop to 20 temporarily...psycopathicteen wrote:Should I make the picture full screen?
With 256x208, you could easily do 30 fps with a couple KB free every frame to do other stuff in. With 256x216, you could still do 30 fps, but there's not much room left for anything besides updating OAM, and even that's getting tight... A fully-occluding status bar reduces the amount of data to transfer, but doesn't help DMA bandwidth - 256x208 plus an 8-line status bar leaves less than a KB per frame...
I'd suggest trimming the edges, but I wonder if that would complicate wrap detection in the renderer...
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Another thing I thought of: would you try to finish blitting a contiguous transfer chunk as soon as possible, so you could get a jump on the DMA, or would you finish the whole screen before starting the transfer and just eat the lag?
Clever... and it can be switched per-layer too, so you aren't locking yourself into anything this way. I guess this is one of those SNES features I noticed but never put much thought into, since I figured I didn't need it...Espozo wrote:Wait, couldn't you use 1 32x32, 16x16 tile tilemap and just change the vertical scroll value to change between "two tilemaps"? I mean, in terms of data size, that's the same as an 32x32, 8x8 tile tilemap.
As for the partial buffering in VRAM, 30 fps has an advantage there too. You don't have to actually sustain 30 fps, but if you have enough blanking time that you theoretically could, you can do 3/2 buffering, where you only need to buffer half the screen size over and above what the display is using. You'd save a couple of KB as compared with 5/3 buffering, and several as compared with full double buffering...
It would be cool, but it would require the terrain collision routine to be run for every single bullet.Generally in these games, if there are a ton of bullets, there isn't anything else to run into. (I never understood why. I always thought it would be neat to do a duck and cover sort of thing.)
