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Animating Sprites   Message List  
Reply | Forward Message #14605 of 15019 |
RE: [gbadev] Re: Animating Sprites


> Of course there is the issue of compression. We were hoping
> that by using a light compression algorithm (like RLE, or even BIOS
> compression) we would still have enough time to complete all
> the transfers during vblank, since in our engine no other
> operations are required to run during this period.

A 32bit RLE system running out of cpumem in arm can be actually be faster
than DMA transfer if enough data gets repeated and is generally not any
slower. Obviously its not the best compression but can knock a reasonable
amount off the size at negligible cost given the right sort of data.




> Speaking of composite rotating sprites, we found out that
> using 2 or 3 big rotating parts in the same scanline would
> quickly waste all the available rendering cycles (causing
> parts of our composite sprite to disappear).

Yup, hardware rotations are expensive in terms of sprites allowed on a line.


Kriss

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Sun Nov 9, 2003 11:09 am

yah_kriss
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Message #14605 of 15019 |
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Hi GBAList! Experimenting with big composite sprite-based characters, we realized that it was very heavy to render them on the GBA using many rotating parts...
Ronald Chenu Abente
ronald_chenu
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Nov 7, 2003
11:08 pm

... Yes. ... There might be a couple cycles of "wait states", but you'll usually get far fewer than one per read or write on average. More importantly, GBA...
Damian Yerrick
yerricde
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Nov 8, 2003
9:47 am

Hi Ronald I can give you a bit of info on the sprite stuff as I know it. Our engine builds composite sprites all over the place w/o any real slowdown. We...
miked0801
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Nov 8, 2003
9:47 am

... Either that, or cache decompressed cels in EWRAM. ... The GBA expects sprite coordinates on whole number pixel boundaries. Try overlapping the parts of...
Damian Yerrick
yerricde
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Nov 8, 2003
3:11 pm

Thanks for the replys. Overlapping by 1 pixel is the method we are considering, but it'd be nice to know exactly how the hardware decides where to put each...
miked0801
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Nov 9, 2003
2:37 am

... Yeah, we gave a thought about double buffering as a way to avoid the constraint of updating VRAM during vblank only, but (having read Mr. Yerrick's paper)...
ronald_chenu
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Nov 9, 2003
2:35 am

... A 32bit RLE system running out of cpumem in arm can be actually be faster than DMA transfer if enough data gets repeated and is generally not any slower....
Kriss
yah_kriss
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Nov 9, 2003
12:09 pm

... GBA interrupts are IRQ by nature, not FIQ. You can still switch ARM to fast interrupt mode manually using msr, but anyway, real interrupts will never be...
Alexandre BACQUART
fedmahnkassa...
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Nov 9, 2003
12:08 pm
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