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SubjectRe: Tile Renderers Reply to this message
Posted byHyde
Posted on07/27/04 04:04 PM



> Megadrive has 2 scroll planes A and B, with 4-bit 8x8 tiles from 4 palettes.
> Colour 0 is transparent. A tile can be selected high or low priority by a bit
> and can be flips x and y. All stuff I'm sure you know, but just to remind you
> ;-)

Is the character (pattern) data packed like graphics in the NES (i.e. one byte holds the lsbits of a tileline and other bytes hold other bits)? If so, you might want to consider unpacking the tile data into something more accessible (I got a 10% speed boost in my NES emulator by doing so). I managed to do this while still using the same amount of memory.



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Entire Thread
Subject  Posted byPosted On
*Tile Renderers  finaldave07/26/04 10:21 AM
.*Re: Tile Renderers  erikduijs07/28/04 09:46 AM
..*Re: Tile Renderers  finaldave07/28/04 05:24 PM
...*Re: Tile Renderers  Bart T.07/28/04 09:10 PM
....*Re: Tile Renderers  finaldave07/29/04 07:43 AM
.....*Re: Tile Renderers  Bart T.07/29/04 10:39 AM
......*Re: Tile Renderers  Jan_Klaassen07/29/04 11:32 AM
.......*Re: Tile Renderers  Bart T.07/29/04 02:54 PM
........*Re: Tile Renderers  finaldave07/29/04 06:46 PM
........*Re: Tile Renderers  Jan_Klaassen07/29/04 06:11 PM
..Re: Tile Renderers  Hyde07/27/04 04:04 PM
..*Re: Tile Renderers  finaldave07/27/04 04:27 PM
.*Re: Tile Renderers  Jan_Klaassen07/27/04 09:58 AM
..*Re: Tile Renderers  finaldave07/27/04 04:22 PM
...*Re: Tile Renderers  Jan_Klaassen07/28/04 11:00 AM
.*Re: Tile Renderers  Bart T.07/27/04 00:38 AM
..*Re: Tile Renderers  Stainless01/12/06 11:58 AM