At 15:00 2001-04-01 +0100, you wrote:
>Whodecided to allow scaled bkgs to only access 256 tiles,
>goddamit. Such fun caching tiles for different map areas - I want
>colourful shit!
My engine splits the screen in two (could be more) parts, by changing
the char base register in a VCounter interrupt. That way I get
256 tiles in the upper part of the screen and 256 in the lower. Combined
with (over)estimating what tiles actually are shown, I can display 400+
different tiles at least at the same time. A drawback is the use of a
VCounter interrupt - you have to make sure you don't have a DMA going when the
interrupt is about to happen...
I use tables (not too big) for estimating what tiles are visible on the
screen atm. This is quite fast (about 10 scanlines/frame, C code) and
works nicely, but if anyone has a better method, I'd be happy to know it :)
>Wonder how many billion driving games there are gonna be.
Hopefully not too many. There are other games that can be made using
a mode7 engine.
--
Jimmy Mårdell "Man with friend who run from tiger,
mailto:yarin@... need not run faster than tiger,
http://www.acc.umu.se/~yarin/ but run faster than friend."